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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-27 15:07:55 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-27 15:07:55 +0000
commit344be8d138d359fd0be0ee72820a7982a9a8d39f (patch)
tree28b8a495326928bdd81c03fbb29f3863c21c3ae7 /src/map/map.c
parentd5daeaf65b0892f5fd6dfc8cce13cc131d434b80 (diff)
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- Merged some splash changes from stable. Sharp-Shooting will now display a skill animation.
- The no_spawn_on_player setting will now also work for static mobs, but only if the setting is set to 100 or higher. - Some small cleanups. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8887 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/map.c')
-rw-r--r--src/map/map.c12
1 files changed, 7 insertions, 5 deletions
diff --git a/src/map/map.c b/src/map/map.c
index c57902f32..e7e2ad7b7 100644
--- a/src/map/map.c
+++ b/src/map/map.c
@@ -1072,7 +1072,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
// S
//////////////////////////////////////////////////////////////
// Methodology:
-// My trigonometrics and math is a little rusty... so the approach I am writing
+// My trigonometrics and math are a little rusty... so the approach I am writing
// here is basicly do a double for to check for all targets in the square that
// contains the initial and final positions (area range increased to match the
// radius given), then for each object to test, calculate the distance to the
@@ -1082,9 +1082,10 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
// http://astronomy.swin.edu.au/~pbourke/geometry/pointline/
// (they have a link to a C implementation, too)
// This approach is a lot like #2 commented on this function, which I have no
-// idea why it was commented. I won't use doubles/floats, but pure int math for speed purposes
-// The range considered is always the same no matter how close/far the target is because that's
-// how SharpShooting works currently in kRO.
+// idea why it was commented. I won't use doubles/floats, but pure int math for
+// speed purposes. The range considered is always the same no matter how
+// close/far the target is because that's how SharpShooting works currently in
+// kRO.
//Generic map_foreach* variables.
va_list ap;
@@ -1218,7 +1219,8 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
map_freeblock_lock();
for(i=blockcount;i<bl_list_count;i++)
- returnCount += func(bl_list[i],ap);
+ if(bl_list[i]->prev) //This check is done in case some object gets killed due to further skill processing.
+ returnCount += func(bl_list[i],ap);
map_freeblock_unlock();