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-rw-r--r--src/map/skill.c5
-rw-r--r--src/map/unit.c4
2 files changed, 9 insertions, 0 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 423bcf630..34689bd9d 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -5008,6 +5008,9 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) {
else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
ud->skill_lv = ud->skilltarget = 0;
}
+
+ unit->setdir(src, map->calc_dir(src, target->x, target->y));
+
map->freeblock_unlock();
return 1;
} while(0);
@@ -9843,6 +9846,8 @@ int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) {
ud->skill_lv = ud->skillx = ud->skilly = 0;
}
+ unit->setdir(src, map->calc_dir(src, ud->skillx, ud->skilly));
+
map->freeblock_unlock();
return 1;
} while(0);
diff --git a/src/map/unit.c b/src/map/unit.c
index deb061f78..7f41f4709 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -1599,6 +1599,8 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
ud->skill_lv = skill_lv;
if( casttime > 0 ) {
+ if (src->id != target->id) // self-targeted skills shouldn't show different direction
+ unit->setdir(src, map->calc_dir(src, target->x, target->y));
ud->skilltimer = timer->add( tick+casttime, skill->castend_id, src->id, 0 );
if( sd && (pc->checkskill(sd,SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK) )
status_calc_bl(&sd->bl, SCB_SPEED);
@@ -1742,6 +1744,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui
// in official this is triggered even if no cast time.
clif->skillcasting(src, src->id, 0, skill_x, skill_y, skill_id, skill->get_ele(skill_id, skill_lv), casttime);
if( casttime > 0 ) {
+ unit->setdir(src, map->calc_dir(src, skill_x, skill_y));
ud->skilltimer = timer->add( tick+casttime, skill->castend_pos, src->id, 0 );
if( (sd && pc->checkskill(sd,SA_FREECAST) > 0) || skill_id == LG_EXEEDBREAK)
status_calc_bl(&sd->bl, SCB_SPEED);
@@ -2170,6 +2173,7 @@ int unit_attack_timer_sub(struct block_list* src, int tid, int64 tick) {
}
if(ud->state.attack_continue) {
+ unit->setdir(src, map->calc_dir(src, target->x, target->y));
if( src->type == BL_PC && battle_config.idletime_criteria & BCIDLE_ATTACK )
((TBL_PC*)src)->idletime = sockt->last_tick;
ud->attacktimer = timer->add(ud->attackabletime,unit->attack_timer,src->id,0);