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author | shennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-12-29 19:13:41 +0000 |
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committer | shennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-12-29 19:13:41 +0000 |
commit | d535b319f4ebc18472ffdbcbbdfeb5a0592d05e3 (patch) | |
tree | cc014d4133a3d21b7ba53daacf56534e5623caab | |
parent | ed891a3a49a7356a52a6cdd8ff8da3838a3c704a (diff) | |
download | hercules-d535b319f4ebc18472ffdbcbbdfeb5a0592d05e3.tar.gz hercules-d535b319f4ebc18472ffdbcbbdfeb5a0592d05e3.tar.bz2 hercules-d535b319f4ebc18472ffdbcbbdfeb5a0592d05e3.tar.xz hercules-d535b319f4ebc18472ffdbcbbdfeb5a0592d05e3.zip |
Fixed bug that allowed a specific timing to not receive reflected damage if the origin of the reflect has died, bugreport:4494
Special thanks to xazax!
Also: Added a performance improvement:
-- Before: all delayed damage would loop through all mobs/players/etc units in the server to confirm that the origin of the damage is equal to the source
-- Now: it compares the id of the damage source to the source id.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15314 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | src/map/battle.c | 34 |
1 files changed, 22 insertions, 12 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 3f4c7f463..d01b72e84 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -197,18 +197,28 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) { struct delay_damage *dat = (struct delay_damage *)data; struct block_list *target = map_id2bl(dat->target); - if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) && - target->m == dat->src->m && - (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) && - check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex] - { - map_freeblock_lock(); - status_fix_damage(dat->src, target, dat->damage, dat->delay); - if( dat->attack_type && !status_isdead(target) ) - skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick); - if( dat->dmg_lv > ATK_BLOCK && dat->attack_type ) - skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); - map_freeblock_unlock(); + + if ( target && dat && target->prev != NULL && !status_isdead(target) ) { + if( id == dat->src->id && + target->m == dat->src->m && + (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) && + check_distance_bl(dat->src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex] + { + map_freeblock_lock(); + status_fix_damage(dat->src, target, dat->damage, dat->delay); + if( dat->attack_type && !status_isdead(target) ) + skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick); + if( dat->dmg_lv > ATK_BLOCK && dat->attack_type ) + skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); + map_freeblock_unlock(); + } else if( dat->skill_id == CR_REFLECTSHIELD && !map_id2bl(id) ) { + /** + * it was monster reflected damage, and the monster died, we pass the damage to the character as expected + **/ + map_freeblock_lock(); + status_fix_damage(target, target, dat->damage, dat->delay); + map_freeblock_unlock(); + } } ers_free(delay_damage_ers, dat); return 0; |