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authorHercules.ws <Hercules@efficiently.awesome>2014-10-25 18:15:42 +0200
committerHerculesWSAPI <Hercules@efficiently.awesome>2014-10-25 18:15:42 +0200
commit468e13d4d12dadc9b2a1666f6d2303e30cf93d82 (patch)
tree1efd44000ff556d861f1dd5d52f41e22cbf6415c
parenta5c0636f74a2177839aec9153b542afd8c36850a (diff)
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HPM Hooks Update
Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
-rw-r--r--src/map/battle.c8
-rw-r--r--src/map/clif.c2
-rw-r--r--src/map/mob.c24
-rw-r--r--src/map/skill.c2
-rw-r--r--src/map/status.c24
5 files changed, 30 insertions, 30 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 5b041d9c3..1b8e44cb3 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -6254,10 +6254,10 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
if (inf2&INF2_TARGET_SELF)
return 1;
}
- //Status changes that prevent traps from triggering
- if (sc && sc->count && skill->get_inf2(su->group->skill_id)&INF2_TRAP) {
- if( sc->data[SC_WZ_SIGHTBLASTER] && sc->data[SC_WZ_SIGHTBLASTER]->val2 > 0 && sc->data[SC_WZ_SIGHTBLASTER]->val4%2 == 0)
- return -1;
+ //Status changes that prevent traps from triggering
+ if (sc && sc->count && skill->get_inf2(su->group->skill_id)&INF2_TRAP) {
+ if( sc->data[SC_WZ_SIGHTBLASTER] && sc->data[SC_WZ_SIGHTBLASTER]->val2 > 0 && sc->data[SC_WZ_SIGHTBLASTER]->val4%2 == 0)
+ return -1;
}
}
break;
diff --git a/src/map/clif.c b/src/map/clif.c
index c9ad1245c..b9cd4cbaf 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -4785,7 +4785,7 @@ int clif_outsight(struct block_list *bl,va_list ap)
}
if (sd && sd->fd) { //sd is watching tbl go out of view.
nullpo_ret(tbl);
- if(tbl->type == BL_SKILL) //Trap knocked out of sight
+ if(tbl->type == BL_SKILL) //Trap knocked out of sight
clif->clearchar_skillunit((struct skill_unit *)tbl,sd->fd);
else if (((vd=status->get_viewdata(tbl)) && vd->class_ != INVISIBLE_CLASS) &&
!(tbl->type == BL_NPC && (((TBL_NPC*)tbl)->option&OPTION_INVISIBLE)))
diff --git a/src/map/mob.c b/src/map/mob.c
index eea1ff18e..eaf8c8468 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -1603,7 +1603,7 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) {
//Attempt to attack.
//At this point we know the target is attackable, we just gotta check if the range matches.
- if (battle->check_range(&md->bl, tbl, md->status.rhw.range) && !(md->sc.option&OPTION_HIDE))
+ if (battle->check_range(&md->bl, tbl, md->status.rhw.range) && !(md->sc.option&OPTION_HIDE))
{ //Target within range and able to use normal attack, engage
if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER)
{ //Only attack if no more attack delay left
@@ -1624,17 +1624,17 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) {
return true;
}
- //Monsters in berserk state, unable to use normal attacks, will always attempt a skill
- if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY)) {
- if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL)
- { //Only use skill if able to walk on next tick and not used a skill the last second
- mob->skill_use(md, tick, -1);
- }
- }
-
- //Target still in attack range, no need to chase the target
- if(battle->check_range(&md->bl, tbl, md->status.rhw.range))
- return true;
+ //Monsters in berserk state, unable to use normal attacks, will always attempt a skill
+ if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY)) {
+ if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL)
+ { //Only use skill if able to walk on next tick and not used a skill the last second
+ mob->skill_use(md, tick, -1);
+ }
+ }
+
+ //Target still in attack range, no need to chase the target
+ if(battle->check_range(&md->bl, tbl, md->status.rhw.range))
+ return true;
//Out of range...
diff --git a/src/map/skill.c b/src/map/skill.c
index 2c52f24ac..0fe4b99ea 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2792,7 +2792,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
map->freeblock_unlock();
- if ((flag&0x4000) && rmdamage == 1)
+ if ((flag&0x4000) && rmdamage == 1)
return 0; //Should return 0 when damage was reflected
return (int)cap_value(damage,INT_MIN,INT_MAX);
diff --git a/src/map/status.c b/src/map/status.c
index 315a5e4a5..ac7d7d237 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -6060,8 +6060,8 @@ int status_get_guild_id(struct block_list *bl) {
return ((TBL_NPC*)bl)->u.scr.guild_id;
break;
case BL_SKILL:
- if (((TBL_SKILL*)bl)->group)
- return ((TBL_SKILL*)bl)->group->guild_id;
+ if (((TBL_SKILL*)bl)->group)
+ return ((TBL_SKILL*)bl)->group->guild_id;
break;
case BL_ELEM:
if (((TBL_ELEM*)bl)->master)
@@ -10526,9 +10526,9 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
case SC_SIGHT:
case SC_RUWACH:
case SC_WZ_SIGHTBLASTER:
- if(type == SC_WZ_SIGHTBLASTER) {
- //Restore trap immunity
- if(sce->val4%2)
+ if(type == SC_WZ_SIGHTBLASTER) {
+ //Restore trap immunity
+ if(sce->val4%2)
sce->val4--;
map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
} else
@@ -11331,13 +11331,13 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) {
if (battle->check_target( src, bl, BCT_ENEMY ) > 0
&& status->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)
) {
- struct skill_unit *su = (struct skill_unit *)bl;
- if (sce && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x4000)
- && (!su || !su->group || !(skill->get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
- sce->val2 = 0; // This signals it to end.
- } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
- //Remove trap immunity temporarily so it triggers if you still stand on it
- sce->val4++;
+ struct skill_unit *su = (struct skill_unit *)bl;
+ if (sce && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x4000)
+ && (!su || !su->group || !(skill->get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
+ sce->val2 = 0; // This signals it to end.
+ } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
+ //Remove trap immunity temporarily so it triggers if you still stand on it
+ sce->val4++;
}
}
break;