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-rw-r--r--src/map/elemental.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/map/elemental.c b/src/map/elemental.c
index 53c85577b..839fa3640 100644
--- a/src/map/elemental.c
+++ b/src/map/elemental.c
@@ -244,9 +244,9 @@ int elemental_data_received(struct s_elemental *ele, bool flag) {
ed->master = sd;
ed->db = db;
memcpy(&ed->elemental, ele, sizeof(struct s_elemental));
- status_set_viewdata(&ed->bl, ed->elemental.class_);
+ iStatus->set_viewdata(&ed->bl, ed->elemental.class_);
ed->vd->head_mid = 10; // Why?
- status_change_init(&ed->bl);
+ iStatus->change_init(&ed->bl);
unit_dataset(&ed->bl);
ed->ud.dir = sd->ud.dir;
@@ -283,7 +283,7 @@ int elemental_data_received(struct s_elemental *ele, bool flag) {
int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) {
struct block_list *bl;
- sc_type type = status_skill2sc(skill_id);
+ sc_type type = iStatus->skill2sc(skill_id);
nullpo_ret(ed);
@@ -432,9 +432,9 @@ int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned
ed->ud.skill_lv = skill_lv;
if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
- ed->ud.skilltimer = iTimer->add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 );
+ ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 );
else
- ed->ud.skilltimer = iTimer->add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 );
+ ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 );
}
return 1;
@@ -591,7 +591,7 @@ int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) {
if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) )
return 0;
- if( !status_check_skilluse(&ed->bl, bl, 0, 0) )
+ if( !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
return 0;
if( ed->target_id == 0 )
@@ -611,7 +611,7 @@ static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap
target = va_arg(ap,struct block_list**);
//If can't seek yet, not an enemy, or you can't attack it, skip.
- if( (*target) == bl || !status_check_skilluse(&ed->bl, bl, 0, 0) )
+ if( (*target) == bl || !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
return 0;
if( battle->check_target(&ed->bl,bl,BCT_ENEMY) <= 0 )