diff options
Diffstat (limited to 'src/map/pc.c')
-rw-r--r-- | src/map/pc.c | 300 |
1 files changed, 160 insertions, 140 deletions
diff --git a/src/map/pc.c b/src/map/pc.c index f332feea8..a4a32545b 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -765,9 +765,9 @@ int pc_equippoint(struct map_session_data *sd,int n) return 0; //Not equippable by players. ep = sd->inventory_data[n]->equip; - if (sd->inventory_data[n]->look == W_DAGGER - || sd->inventory_data[n]->look == W_1HSWORD - || sd->inventory_data[n]->look == W_1HAXE + if (sd->inventory_data[n]->subtype == W_DAGGER + || sd->inventory_data[n]->subtype == W_1HSWORD + || sd->inventory_data[n]->subtype == W_1HAXE ) { if (pc->checkskill(sd,AS_LEFT) > 0 || (sd->job & MAPID_UPPERMASK) == MAPID_ASSASSIN @@ -794,9 +794,9 @@ int pc_item_equippoint(struct map_session_data *sd, struct item_data* id) return 0; //Not equippable by players. ep = id->equip; - if (id->look == W_DAGGER || - id->look == W_1HSWORD || - id->look == W_1HAXE) { + if (id->subtype == W_DAGGER || + id->subtype == W_1HSWORD || + id->subtype == W_1HAXE) { if (pc->checkskill(sd, AS_LEFT) > 0 || (sd->job & MAPID_UPPERMASK) == MAPID_ASSASSIN || (sd->job & MAPID_UPPERMASK) == MAPID_KAGEROUOBORO) { @@ -829,40 +829,40 @@ int pc_calcweapontype(struct map_session_data *sd) // single-hand if(sd->weapontype2 == W_FIST) { - sd->status.weapon = sd->weapontype1; + sd->weapontype = sd->weapontype1; return 1; } if(sd->weapontype1 == W_FIST) { - sd->status.weapon = sd->weapontype2; + sd->weapontype = sd->weapontype2; return 1; } // dual-wield - sd->status.weapon = 0; + sd->weapontype = W_FIST; switch (sd->weapontype1){ case W_DAGGER: switch (sd->weapontype2) { - case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break; - case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break; - case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break; + case W_DAGGER: sd->weapontype = W_DOUBLE_DD; break; + case W_1HSWORD: sd->weapontype = W_DOUBLE_DS; break; + case W_1HAXE: sd->weapontype = W_DOUBLE_DA; break; } break; case W_1HSWORD: switch (sd->weapontype2) { - case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break; - case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break; - case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break; + case W_DAGGER: sd->weapontype = W_DOUBLE_DS; break; + case W_1HSWORD: sd->weapontype = W_DOUBLE_SS; break; + case W_1HAXE: sd->weapontype = W_DOUBLE_SA; break; } break; case W_1HAXE: switch (sd->weapontype2) { - case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break; - case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break; - case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break; + case W_DAGGER: sd->weapontype = W_DOUBLE_DA; break; + case W_1HSWORD: sd->weapontype = W_DOUBLE_SA; break; + case W_1HAXE: sd->weapontype = W_DOUBLE_AA; break; } } // unknown, default to right hand type - if (!sd->status.weapon) - sd->status.weapon = sd->weapontype1; + if (sd->weapontype == W_FIST) + sd->weapontype = sd->weapontype1; return 2; } @@ -884,20 +884,30 @@ int pc_setequipindex(struct map_session_data *sd) if(sd->status.inventory[i].equip & pc->equip_pos[j]) sd->equip_index[j] = i; - if(sd->status.inventory[i].equip & EQP_HAND_R) - { - if(sd->inventory_data[i]) - sd->weapontype1 = sd->inventory_data[i]->look; - else - sd->weapontype1 = 0; + if (sd->status.inventory[i].equip & EQP_HAND_R) { + if (sd->inventory_data[i]) { + sd->weapontype1 = sd->inventory_data[i]->subtype; + sd->status.look.weapon = sd->inventory_data[i]->view_sprite; + } else { + sd->weapontype1 = W_FIST; + sd->status.look.weapon = 0; + } } - if( sd->status.inventory[i].equip & EQP_HAND_L ) - { - if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON ) - sd->weapontype2 = sd->inventory_data[i]->look; - else - sd->weapontype2 = 0; + if (sd->status.inventory[i].equip & EQP_HAND_L) { + if (sd->inventory_data[i] != NULL) { + if (sd->inventory_data[i]->type == IT_WEAPON) + sd->weapontype2 = sd->inventory_data[i]->subtype; + else + sd->weapontype2 = W_FIST; + if (sd->inventory_data[i]->type == IT_ARMOR) + sd->has_shield = true; + else + sd->has_shield = false; + } else { + sd->weapontype2 = W_FIST; + sd->has_shield = false; + } } } } @@ -985,7 +995,7 @@ bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd) { int class, joblevel; - unsigned int jobexp; + uint64 jobexp; if( !pc->can_Adopt(p1_sd, p2_sd, b_sd) ) return false; @@ -1088,13 +1098,13 @@ int pc_isequip(struct map_session_data *sd,int n) return 1; //Can equip all helms if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON) - switch(item->look) { //In weapons, the look determines type of weapon. - case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess? - case W_1HSWORD: //All 1H swords - case W_1HAXE: //All 1H Axes - case W_MACE: //All 1H Maces - case W_STAFF: //All 1H Staves - return 1; + switch (item->subtype) { //In weapons, the look determines type of weapon. + case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess? + case W_1HSWORD: //All 1H swords + case W_1HAXE: //All 1H Axes + case W_MACE: //All 1H Maces + case W_STAFF: //All 1H Staves + return 1; } } } @@ -2488,7 +2498,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) { } switch (sd->state.lr_flag) { case 2: - switch (sd->status.weapon) { + switch (sd->weapontype) { case W_BOW: case W_REVOLVER: case W_RIFLE: @@ -2555,7 +2565,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) { case SP_ATTACKRANGE: switch (sd->state.lr_flag) { case 2: - switch (sd->status.weapon) { + switch (sd->weapontype) { case W_BOW: case W_REVOLVER: case W_RIFLE: @@ -5022,7 +5032,7 @@ int pc_isUseitem(struct map_session_data *sd,int n) break; } // Upper third classes - if ((item->class_upper & ITEMUPPER_THURDUPPER) != 0) { + if ((item->class_upper & ITEMUPPER_THIRDUPPER) != 0) { if ((sd->job & JOBL_THIRD) != 0 && (sd->job & JOBL_UPPER) != 0) break; } @@ -5942,11 +5952,11 @@ int pc_checkallowskill(struct map_session_data *sd) status_change_end(&sd->bl, scw_list[i], INVALID_TIMER); } - if(sd->sc.data[SC_STRUP] && sd->status.weapon) + if(sd->sc.data[SC_STRUP] && sd->weapontype != W_FIST) // Spurt requires bare hands (feet, in fact xD) status_change_end(&sd->bl, SC_STRUP, INVALID_TIMER); - if(sd->status.shield <= 0) { // Skills requiring a shield + if (!sd->has_shield) { // Skills requiring a shield for (i = 0; i < ARRAYLENGTH(scs_list); i++) if(sd->sc.data[scs_list[i]]) status_change_end(&sd->bl, scs_list[i], INVALID_TIMER); @@ -7950,7 +7960,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) { if ((sd->job & MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag) { unsigned int next = pc->nextbaseexp(sd); if( next == 0 ) next = pc->thisbaseexp(sd); - if( get_percentage(sd->status.base_exp,next) >= 99 ) { + if (get_percentage64(sd->status.base_exp, next) >= 99) { sd->state.snovice_dead_flag = 1; pc->setstand(sd); status_percent_heal(&sd->bl, 100, 100); @@ -8135,9 +8145,9 @@ void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp) { /*========================================== * script reading pc status registry *------------------------------------------*/ -int pc_readparam(const struct map_session_data *sd, int type) +int64 pc_readparam(const struct map_session_data *sd, int type) { - int val = 0; + int64 val = 0; nullpo_ret(sd); @@ -8288,7 +8298,7 @@ int pc_readparam(const struct map_session_data *sd, int type) /*========================================== * script set pc status registry *------------------------------------------*/ -int pc_setparam(struct map_session_data *sd,int type,int val) +int pc_setparam(struct map_session_data *sd, int type, int64 val) { int delta; nullpo_ret(sd); @@ -8303,7 +8313,7 @@ int pc_setparam(struct map_session_data *sd,int type,int val) stat += pc->gets_status_point(sd->status.base_level + i); sd->status.status_point += stat; } - sd->status.base_level = val; + sd->status.base_level = (int32)val; sd->status.base_exp = 0; // clif->updatestatus(sd, SP_BASELEVEL); // Gets updated at the bottom clif->updatestatus(sd, SP_NEXTBASEEXP); @@ -8322,7 +8332,7 @@ int pc_setparam(struct map_session_data *sd,int type,int val) sd->status.skill_point += val - sd->status.job_level; clif->updatestatus(sd, SP_SKILLPOINT); } - sd->status.job_level = val; + sd->status.job_level = (int32)val; sd->status.job_exp = 0; // clif->updatestatus(sd, SP_JOBLEVEL); // Gets updated at the bottom clif->updatestatus(sd, SP_NEXTJOBEXP); @@ -8330,21 +8340,21 @@ int pc_setparam(struct map_session_data *sd,int type,int val) status_calc_pc(sd, SCO_FORCE); break; case SP_SKILLPOINT: - sd->status.skill_point = val; + sd->status.skill_point = (int32)val; break; case SP_STATUSPOINT: - sd->status.status_point = val; + sd->status.status_point = (int32)val; break; case SP_ZENY: if( val < 0 ) return 0;// can't set negative zeny - logs->zeny(sd, LOG_TYPE_SCRIPT, sd, -(sd->status.zeny - cap_value(val, 0, MAX_ZENY))); - sd->status.zeny = cap_value(val, 0, MAX_ZENY); + logs->zeny(sd, LOG_TYPE_SCRIPT, sd, -(sd->status.zeny - cap_value((int32)val, 0, MAX_ZENY))); + sd->status.zeny = cap_value((int32)val, 0, MAX_ZENY); break; case SP_BANKVAULT: val = cap_value(val, 0, MAX_BANK_ZENY); - delta = (val - sd->status.bank_vault); - sd->status.bank_vault = val; + delta = ((int32)val - sd->status.bank_vault); + sd->status.bank_vault = (int32)val; if (map->save_settings & 256) { chrif->save(sd, 0); // send to char server } @@ -8370,16 +8380,16 @@ int pc_setparam(struct map_session_data *sd,int type,int val) sd->status.sex = val ? SEX_MALE : SEX_FEMALE; break; case SP_WEIGHT: - sd->weight = val; + sd->weight = (int32)val; break; case SP_MAXWEIGHT: - sd->max_weight = val; + sd->max_weight = (int32)val; break; case SP_HP: - sd->battle_status.hp = cap_value(val, 1, (int)sd->battle_status.max_hp); + sd->battle_status.hp = cap_value((int32)val, 1, (int)sd->battle_status.max_hp); break; case SP_MAXHP: - sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp); + sd->battle_status.max_hp = cap_value((int32)val, 1, battle_config.max_hp); if( sd->battle_status.max_hp < sd->battle_status.hp ) { @@ -8388,10 +8398,10 @@ int pc_setparam(struct map_session_data *sd,int type,int val) } break; case SP_SP: - sd->battle_status.sp = cap_value(val, 0, (int)sd->battle_status.max_sp); + sd->battle_status.sp = cap_value((int32)val, 0, (int)sd->battle_status.max_sp); break; case SP_MAXSP: - sd->battle_status.max_sp = cap_value(val, 1, battle_config.max_sp); + sd->battle_status.max_sp = cap_value((int32)val, 1, battle_config.max_sp); if( sd->battle_status.max_sp < sd->battle_status.sp ) { @@ -8430,28 +8440,28 @@ int pc_setparam(struct map_session_data *sd,int type,int val) } return 1; // status_change_start/status_change_end already sends packets warning the client case SP_FAME: - sd->status.fame = val; + sd->status.fame = (int32)val; break; case SP_KILLERRID: - sd->killerrid = val; + sd->killerrid = (int32)val; return 1; case SP_KILLEDRID: - sd->killedrid = val; + sd->killedrid = (int32)val; return 1; case SP_SLOTCHANGE: - sd->status.slotchange = val; + sd->status.slotchange = (int32)val; return 1; case SP_CHARRENAME: - sd->status.rename = val; + sd->status.rename = (int32)val; return 1; case SP_MOD_EXP: - sd->status.mod_exp = val; + sd->status.mod_exp = (int32)val; return 1; case SP_MOD_DROP: - sd->status.mod_drop = val; + sd->status.mod_drop = (int32)val; return 1; case SP_MOD_DEATH: - sd->status.mod_death = val; + sd->status.mod_death = (int32)val; return 1; default: ShowError("pc_setparam: Attempted to set unknown parameter '%d'.\n", type); @@ -8825,10 +8835,10 @@ int pc_equiplookall(struct map_session_data *sd) clif->changelook(&sd->bl,LOOK_WEAPON,0); clif->changelook(&sd->bl,LOOK_SHOES,0); - clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); - clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); - clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); - clif->changelook(&sd->bl,LOOK_ROBE, sd->status.robe); + clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom); + clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top); + clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid); + clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe); return 0; } @@ -8844,7 +8854,7 @@ int pc_changelook(struct map_session_data *sd,int type,int val) case LOOK_BASE: status->set_viewdata(&sd->bl, val); clif->changelook(&sd->bl, LOOK_BASE, sd->vd.class); - clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon); if (sd->vd.cloth_color) clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); if (sd->vd.body_style) @@ -8863,16 +8873,16 @@ int pc_changelook(struct map_session_data *sd,int type,int val) } break; case LOOK_WEAPON: - sd->status.weapon=val; + sd->status.look.weapon = val; break; case LOOK_HEAD_BOTTOM: - sd->status.head_bottom=val; + sd->status.look.head_bottom = val; break; case LOOK_HEAD_TOP: - sd->status.head_top=val; + sd->status.look.head_top = val; break; case LOOK_HEAD_MID: - sd->status.head_mid=val; + sd->status.look.head_mid = val; break; case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex] val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR); @@ -8890,12 +8900,12 @@ int pc_changelook(struct map_session_data *sd,int type,int val) sd->status.clothes_color=val; break; case LOOK_SHIELD: - sd->status.shield=val; + sd->status.look.shield = val; break; case LOOK_SHOES: break; case LOOK_ROBE: - sd->status.robe = val; + sd->status.look.robe = val; break; case LOOK_BODY2: val = cap_value(val, MIN_BODY_STYLE, MAX_BODY_STYLE); @@ -9757,83 +9767,91 @@ void pc_equipitem_pos(struct map_session_data *sd, struct item_data *id, int n, nullpo_retv(sd); if ((!map_no_view(sd->bl.m,EQP_SHADOW_WEAPON) && pos & EQP_SHADOW_WEAPON) || (pos & EQP_HAND_R)) { - if(id) - sd->weapontype1 = id->look; - else - sd->weapontype1 = 0; + if (id != NULL) { + sd->weapontype1 = id->subtype; + sd->status.look.weapon = id->view_sprite; + } else { + sd->weapontype1 = W_FIST; + sd->status.look.weapon = 0; + } pc->calcweapontype(sd); - clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon); } if ((!map_no_view(sd->bl.m,EQP_SHADOW_SHIELD) && pos & EQP_SHADOW_SHIELD) || (pos & EQP_HAND_L)) { - if (id) { - if(id->type == IT_WEAPON) { - sd->status.shield = 0; - sd->weapontype2 = id->look; - } else if(id->type == IT_ARMOR) { - sd->status.shield = id->look; - sd->weapontype2 = 0; + if (id != NULL) { + if (id->type == IT_WEAPON) { + sd->has_shield = false; + sd->status.look.shield = 0; + sd->weapontype2 = id->subtype; + } else if (id->type == IT_ARMOR) { + sd->has_shield = true; + sd->status.look.shield = id->view_sprite; + sd->weapontype2 = W_FIST; } - } else - sd->status.shield = sd->weapontype2 = 0; + } else { + sd->has_shield = false; + sd->status.look.shield = 0; + sd->weapontype2 = W_FIST; + } pc->calcweapontype(sd); - clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); + clif->changelook(&sd->bl, LOOK_SHIELD, sd->status.look.shield); } //Added check to prevent sending the same look on multiple slots -> //causes client to redraw item on top of itself. (suggested by Lupus) if (!map_no_view(sd->bl.m,EQP_HEAD_LOW) && pos & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) { if (id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))) - sd->status.head_bottom = id->look; + sd->status.look.head_bottom = id->view_sprite; else - sd->status.head_bottom = 0; - clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); + sd->status.look.head_bottom = 0; + clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom); } if (!map_no_view(sd->bl.m,EQP_HEAD_TOP) && pos & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) { if (id) - sd->status.head_top = id->look; + sd->status.look.head_top = id->view_sprite; else - sd->status.head_top = 0; - clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); + sd->status.look.head_top = 0; + clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top); } if (!map_no_view(sd->bl.m,EQP_HEAD_MID) && pos & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) { if (id && !(pos&EQP_HEAD_TOP)) - sd->status.head_mid = id->look; + sd->status.look.head_mid = id->view_sprite; else - sd->status.head_mid = 0; - clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); + sd->status.look.head_mid = 0; + clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid); } if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_TOP) && pos & EQP_COSTUME_HEAD_TOP) { if (id){ - sd->status.head_top = id->look; + sd->status.look.head_top = id->view_sprite; } else - sd->status.head_top = 0; - clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); + sd->status.look.head_top = 0; + clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top); } if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_MID) && pos & EQP_COSTUME_HEAD_MID) { if(id && !(pos&EQP_HEAD_TOP)){ - sd->status.head_mid = id->look; + sd->status.look.head_mid = id->view_sprite; } else - sd->status.head_mid = 0; - clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); + sd->status.look.head_mid = 0; + clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid); } if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_LOW) && pos & EQP_COSTUME_HEAD_LOW) { if (id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))){ - sd->status.head_bottom = id->look; + sd->status.look.head_bottom = id->view_sprite; } else - sd->status.head_bottom = 0; - clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); + sd->status.look.head_bottom = 0; + clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom); } if (!map_no_view(sd->bl.m,EQP_SHOES) && pos & EQP_SHOES) clif->changelook(&sd->bl,LOOK_SHOES,0); if (!map_no_view(sd->bl.m,EQP_GARMENT) && pos&EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1) { - sd->status.robe = id ? id->look : 0; - clif->changelook(&sd->bl, LOOK_ROBE, sd->status.robe); + sd->status.look.robe = id ? id->view_sprite : 0; + clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe); } if (!map_no_view(sd->bl.m,EQP_COSTUME_GARMENT) && pos & EQP_COSTUME_GARMENT) { - sd->status.robe = id ? id->look : 0; - clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe); + sd->status.look.robe = id ? id->view_sprite : 0; + clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe); } } @@ -9987,57 +10005,59 @@ void pc_unequipitem_pos(struct map_session_data *sd, int n, int pos) { nullpo_retv(sd); if (pos & EQP_HAND_R) { - sd->weapontype1 = 0; - sd->status.weapon = sd->weapontype2; + sd->weapontype1 = W_FIST; pc->calcweapontype(sd); - clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + sd->status.look.weapon = 0; + clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon); if (!battle_config.dancing_weaponswitch_fix) status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); // Unequipping => stop dancing. } if (pos & EQP_HAND_L) { - sd->status.shield = sd->weapontype2 = 0; + sd->has_shield = false; + sd->status.look.shield = 0; + sd->weapontype2 = W_FIST; pc->calcweapontype(sd); - clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); + clif->changelook(&sd->bl, LOOK_SHIELD, sd->status.look.shield); } if (pos & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) { - sd->status.head_bottom = 0; - clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); + sd->status.look.head_bottom = 0; + clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom); } if (pos & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) { - sd->status.head_top = 0; - clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); + sd->status.look.head_top = 0; + clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top); } if (pos & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) { - sd->status.head_mid = 0; - clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); + sd->status.look.head_mid = 0; + clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid); } if (pos & EQP_COSTUME_HEAD_TOP) { - sd->status.head_top = ( pc->checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_TOP)]->look : 0; - clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); + sd->status.look.head_top = ( pc->checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_TOP)]->view_sprite : 0; + clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top); } if (pos & EQP_COSTUME_HEAD_MID) { - sd->status.head_mid = ( pc->checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_MID)]->look : 0; - clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); + sd->status.look.head_mid = ( pc->checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_MID)]->view_sprite : 0; + clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid); } if (pos & EQP_COSTUME_HEAD_LOW) { - sd->status.head_bottom = ( pc->checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_LOW)]->look : 0; - clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); + sd->status.look.head_bottom = ( pc->checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_LOW)]->view_sprite : 0; + clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom); } if (pos & EQP_SHOES) clif->changelook(&sd->bl,LOOK_SHOES,0); if (pos & EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1) { - sd->status.robe = 0; + sd->status.look.robe = 0; clif->changelook(&sd->bl, LOOK_ROBE, 0); } if (pos & EQP_COSTUME_GARMENT) { - sd->status.robe = ( pc->checkequip(sd,EQP_GARMENT) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_GARMENT)]->look : 0; - clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe); + sd->status.look.robe = ( pc->checkequip(sd,EQP_GARMENT) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_GARMENT)]->view_sprite : 0; + clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe); } } @@ -10091,7 +10111,7 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag) clif->unequipitemack(sd, n, pos, UIA_SUCCESS); if ((pos & EQP_ARMS) && - sd->weapontype1 == 0 && sd->weapontype2 == 0 && (sd->sc.data[SC_TK_SEVENWIND] == 0 || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!) + sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST && (sd->sc.data[SC_TK_SEVENWIND] == NULL || sd->sc.data[SC_ASPERSIO] != NULL)) //Check for seven wind (but not level seven!) skill->enchant_elemental_end(&sd->bl, -1); if (pos & EQP_ARMOR) { |