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authorlordttseven <lordttseven@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-03-02 16:24:29 +0000
committerlordttseven <lordttseven@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-03-02 16:24:29 +0000
commit830f648e2f75671c835e3c382ef8d11c8e58565c (patch)
tree2817d309554800ba5fe70762c15ad214d1d1892a
parent6a861f47e27d9e8f11bc4def6b639ad09fb45d9e (diff)
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- reverted r15523 (broken workaround for an underlying issue, see bugreport:5237 again)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15649 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--src/map/skill.c24
1 files changed, 1 insertions, 23 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index ffbb91275..13413fb0e 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -13550,13 +13550,6 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
return 0; //AoE skills are ineffective. [Skotlex]
- if(group->skill_id==WZ_STORMGUST){
- int i,o;
- for(i=-1;i<2;i++)
- for(o=-1;o<2;o++)
- if(map_getcell(bl->m, bl->x+i, bl->y+o, CELL_CHKLANDPROTECTOR))
- return 0; // Storm Gust can be hitted around Land Protector. [Protimus]
- }
if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
return 0;
@@ -14899,7 +14892,7 @@ int skill_split_atoi (char *str, int *val)
*/
void skill_init_unit_layout (void)
{
- int i,j,z,size,pos = 0;
+ int i,j,size,pos = 0;
memset(skill_unit_layout,0,sizeof(skill_unit_layout));
@@ -14915,21 +14908,6 @@ void skill_init_unit_layout (void)
// afterwards add special ones
pos = i;
- for(z=0;z<=5;z++){
- pos++;
- size = 7+z;
- for (j=0; j<size*size; j++) {
- skill_unit_layout[pos].dx[j] = j%size - size/2;
- skill_unit_layout[pos].dy[j] = j/size - size/2 + 1;
- }
- skill_unit_layout[pos].count = size*size;
- skill_db[SA_LANDPROTECTOR].unit_layout_type[z] = pos;
- skill_db[SA_LANDPROTECTOR].unit_layout_type[++z] = pos;
- }
- for (;z<MAX_SKILL_LEVEL;z++)
- skill_db[SA_LANDPROTECTOR].unit_layout_type[z] = pos;
-
- pos++;
for (i=0;i<MAX_SKILL_DB;i++) {
if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
continue;