diff options
-rw-r--r-- | src/map/mob.c | 9 | ||||
-rw-r--r-- | src/map/pc.c | 3 | ||||
-rw-r--r-- | src/map/unit.c | 2 |
3 files changed, 2 insertions, 12 deletions
diff --git a/src/map/mob.c b/src/map/mob.c index 1f70c6e5b..8db078e27 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -626,13 +626,6 @@ int mob_spawn (struct mob_data *md) md->db = mob_db(md->class_); if (md->spawn) memcpy(md->name,md->spawn->name,NAME_LENGTH); - /* - // Redundant? mob_parse_dataset already have the name copied. [Lance] - else if (battle_config.override_mob_names == 1) - memcpy(md->name,md->db->name,NAME_LENGTH); - else - memcpy(md->name,md->db->jname,NAME_LENGTH); - */ } if (md->spawn) { //Respawn data @@ -784,11 +777,9 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap) switch (bl->type) { case BL_PC: - { if (((TBL_PC*)bl)->state.gangsterparadise && !(status_get_mode(&md->bl)&MD_BOSS)) return 0; //Gangster paradise protection. - } default: if ((*target) && (*target)->type == BL_HOMUNCULUS && bl->type != BL_HOMUNCULUS) return 0; //For some reason Homun targets are never overriden. diff --git a/src/map/pc.c b/src/map/pc.c index 3396de798..55be33f6c 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -647,7 +647,7 @@ int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_t //Set here because we need the inventory data for weapon sprite parsing. status_set_viewdata(&sd->bl, sd->status.class_); unit_dataset(&sd->bl); - + sd->guild_x = -1; sd->guild_y = -1; @@ -4747,7 +4747,6 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) merc_stop_attack(sd->hd) ; merc_hom_delete(sd->hd,0); } - // Leave duel if you die [LuzZza] if(battle_config.duel_autoleave_when_die) { diff --git a/src/map/unit.c b/src/map/unit.c index ebdab76a3..9ada29c7a 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -768,7 +768,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int //TODO: here we should place and correct skills that should target homun automatically. However some work still needs be done as "dead homuns" are deleted from memory, and as such, you can't really target them. [Skotlex] case AM_REST: // case AM_RESURRECTHOMUN: - target = sd->hd; + target = (struct block_list*)sd->hd; if (!target) { clif_skill_fail(sd,skill_num,0,0); return 0; |