diff options
-rw-r--r-- | src/map/battle.c | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index d76a7a76c..adf8d38c5 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -2717,7 +2717,7 @@ void battle_calc_skillratio_weapon_unknown(int *attack_type, struct block_list * * After this we apply bg/gvg reduction *------------------------------------------*/ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) { - struct map_session_data *s_sd, *sd = NULL; + struct map_session_data *s_sd, *t_sd; struct status_change *sc, *tsc; struct status_change_entry *sce; int div_, flag; @@ -2726,7 +2726,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam nullpo_ret(d); s_sd = BL_CAST(BL_PC, src); - sd = BL_CAST(BL_PC, bl); + t_sd = BL_CAST(BL_PC, bl); div_ = d->div_; flag = d->flag; @@ -2736,16 +2736,16 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam return 0; if( battle_config.ksprotection && mob->ksprotected(src, bl) ) return 0; - if (sd != NULL) { + if (t_sd != NULL) { //Special no damage states - if(flag&BF_WEAPON && sd->special_state.no_weapon_damage) - damage -= damage * sd->special_state.no_weapon_damage / 100; + if(flag&BF_WEAPON && t_sd->special_state.no_weapon_damage) + damage -= damage * t_sd->special_state.no_weapon_damage / 100; - if(flag&BF_MAGIC && sd->special_state.no_magic_damage) - damage -= damage * sd->special_state.no_magic_damage / 100; + if(flag&BF_MAGIC && t_sd->special_state.no_magic_damage) + damage -= damage * t_sd->special_state.no_magic_damage / 100; - if(flag&BF_MISC && sd->special_state.no_misc_damage) - damage -= damage * sd->special_state.no_misc_damage / 100; + if(flag&BF_MISC && t_sd->special_state.no_misc_damage) + damage -= damage * t_sd->special_state.no_misc_damage / 100; if(!damage) return 0; } @@ -2839,7 +2839,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam } if( sc->data[SC__MAELSTROM] && (flag&BF_MAGIC) && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL) ) { // {(Maelstrom Skill LevelxAbsorbed Skill Level)+(Caster's Job/5)}/2 - int sp = (sc->data[SC__MAELSTROM]->val1 * skill_lv + (sd ? sd->status.job_level / 5 : 0)) / 2; + int sp = (sc->data[SC__MAELSTROM]->val1 * skill_lv + (t_sd ? t_sd->status.job_level / 5 : 0)) / 2; status->heal(bl, 0, sp, 3); d->dmg_lv = ATK_BLOCK; return 0; @@ -2917,7 +2917,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if(sc->data[SC_DODGE_READY] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) && (flag&BF_LONG || sc->data[SC_STRUP]) && rnd()%100 < 20) { - if (sd && pc_issit(sd)) pc->setstand(sd); //Stand it to dodge. + if (t_sd && pc_issit(t_sd)) pc->setstand(t_sd); //Stand it to dodge. clif->skill_nodamage(bl,bl,TK_DODGE,1,1); if (!sc->data[SC_COMBOATTACK]) sc_start4(src, bl, SC_COMBOATTACK, 100, TK_JUMPKICK, src->id, 1, 0, 2000); @@ -2992,7 +2992,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam damage += damage / 2; // 1.5 times more damage while in Deep Sleep. status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER); } - if( s_sd && sd && sc->data[SC_COLD] && flag&BF_WEAPON ){ + if( s_sd && t_sd && sc->data[SC_COLD] && flag&BF_WEAPON ){ switch(s_sd->status.weapon){ case W_MACE: case W_2HMACE: @@ -3002,7 +3002,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam break; case W_MUSICAL: case W_WHIP: - if(!sd->state.arrow_atk) + if(!t_sd->state.arrow_atk) break; case W_BOW: case W_REVOLVER: @@ -3208,9 +3208,9 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) ) status->change_spread(bl, src); // Deadly infect attacked side - if (sd && damage > 0 && (sce = sc->data[SC_GENTLETOUCH_ENERGYGAIN]) != NULL) { + if (t_sd && damage > 0 && (sce = sc->data[SC_GENTLETOUCH_ENERGYGAIN]) != NULL) { if ( rnd() % 100 < sce->val2 ) - pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, 1), pc->getmaxspiritball(sd, 0)); + pc->addspiritball(t_sd, skill->get_time(MO_CALLSPIRITS, 1), pc->getmaxspiritball(t_sd, 0)); } } @@ -3263,7 +3263,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam } } /* no data claims these settings affect anything other than players */ - if( damage && sd && bl->type == BL_PC ) { + if( damage && t_sd && bl->type == BL_PC ) { switch( skill_id ) { //case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so don't worry about it */ case HW_GRAVITATION: @@ -3305,7 +3305,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if (skill_id) mob->skill_event(md, src, timer->gettick(), MSC_SKILLUSED|(skill_id<<16)); } - if (sd && pc_ismadogear(sd) && rnd()%100 < 50) { + if (t_sd && pc_ismadogear(t_sd) && rnd()%100 < 50) { int element = -1; if (!skill_id || (element = skill->get_ele(skill_id, skill_lv)) == -1) { // Take weapon's element @@ -3323,9 +3323,9 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam element = rnd()%ELE_MAX; } if (element == ELE_FIRE) - pc->overheat(sd, 1); + pc->overheat(t_sd, 1); else if (element == ELE_WATER) - pc->overheat(sd, -1); + pc->overheat(t_sd, -1); } return damage; |