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authorAndrei Karas <akaras@inbox.ru>2017-07-26 22:07:35 +0300
committerAndrei Karas <akaras@inbox.ru>2017-07-27 01:25:24 +0300
commitb3a1cdadb9f30e353af10e7f759cae55efe18f7e (patch)
tree335f8d4fbba2ddcd6e1af713a70cf8b11ca71705 /src/map/status.c
parenta57f99bcf723f3124c382879c1eaf867452c9917 (diff)
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Move code for stop actions into separate function from status_change_start.
Diffstat (limited to 'src/map/status.c')
-rw-r--r--src/map/status.c143
1 files changed, 79 insertions, 64 deletions
diff --git a/src/map/status.c b/src/map/status.c
index 71de0582e..7ffd48978 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -9672,70 +9672,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
}
//Those that make you stop attacking/walking....
- switch (type) {
- case SC_VACUUM_EXTREME:
- if(!map_flag_gvg(bl->m))
- unit->stop_walking(bl,1);
- break;
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- case SC_STONE:
- case SC_DEEP_SLEEP:
- if (sd && pc_issit(sd)) //Avoid sprite sync problems.
- pc->setstand(sd);
- FALLTHROUGH
- case SC_TRICKDEAD:
- status_change_end(bl, SC_DANCING, INVALID_TIMER);
- // Cancel cast when get status [LuzZza]
- if (battle_config.sc_castcancel&bl->type)
- unit->skillcastcancel(bl, 0);
- FALLTHROUGH
- case SC_FALLENEMPIRE:
- case SC_WHITEIMPRISON:
- unit->stop_attack(bl);
- FALLTHROUGH
- case SC_STOP:
- case SC_CONFUSION:
- case SC_RG_CCONFINE_M:
- case SC_RG_CCONFINE_S:
- case SC_SPIDERWEB:
- case SC_ELECTRICSHOCKER:
- case SC_WUGBITE:
- case SC_THORNS_TRAP:
- case SC__MANHOLE:
- case SC__CHAOS:
- case SC_COLD:
- case SC_CURSEDCIRCLE_ATKER:
- case SC_CURSEDCIRCLE_TARGET:
- case SC_FEAR:
- case SC_MEIKYOUSISUI:
- case SC_NEEDLE_OF_PARALYZE:
- case SC_DEATHBOUND:
- case SC_NETHERWORLD:
- case SC_SV_ROOTTWIST:
- unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
- break;
- case SC_ANKLESNARE:
- if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
- unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
- break;
- case SC_HIDING:
- case SC_CLOAKING:
- case SC_CLOAKINGEXCEED:
- case SC_CHASEWALK:
- case SC_WEIGHTOVER90:
- case SC_CAMOUFLAGE:
- case SC_SIREN:
- case SC_ALL_RIDING:
- case SC_SUHIDE:
- unit->stop_attack(bl);
- break;
- case SC_SILENCE:
- if (battle_config.sc_castcancel&bl->type)
- unit->skillcastcancel(bl, 0);
- break;
- }
+ status->change_start_stop_action(bl, type);
// Set option as needed.
opt_flag = 1;
@@ -10078,6 +10015,83 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
}
/**
+ * Stop actions before start new sc.
+ *
+ * @param bl Status change target bl.
+ * @param type Status change type.
+ */
+void status_change_start_stop_action(struct block_list *bl, enum sc_type type)
+{
+ nullpo_retv(bl);
+ switch (type) {
+ case SC_VACUUM_EXTREME:
+ if (!map_flag_gvg(bl->m))
+ unit->stop_walking(bl,1);
+ break;
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_STONE:
+ case SC_DEEP_SLEEP: {
+ struct map_session_data *sd = BL_CAST(BL_PC, bl);
+ if (sd && pc_issit(sd)) //Avoid sprite sync problems.
+ pc->setstand(sd);
+ FALLTHROUGH
+ }
+ case SC_TRICKDEAD:
+ status_change_end(bl, SC_DANCING, INVALID_TIMER);
+ // Cancel cast when get status [LuzZza]
+ if (battle_config.sc_castcancel&bl->type)
+ unit->skillcastcancel(bl, 0);
+ FALLTHROUGH
+ case SC_FALLENEMPIRE:
+ case SC_WHITEIMPRISON:
+ unit->stop_attack(bl);
+ FALLTHROUGH
+ case SC_STOP:
+ case SC_CONFUSION:
+ case SC_RG_CCONFINE_M:
+ case SC_RG_CCONFINE_S:
+ case SC_SPIDERWEB:
+ case SC_ELECTRICSHOCKER:
+ case SC_WUGBITE:
+ case SC_THORNS_TRAP:
+ case SC__MANHOLE:
+ case SC__CHAOS:
+ case SC_COLD:
+ case SC_CURSEDCIRCLE_ATKER:
+ case SC_CURSEDCIRCLE_TARGET:
+ case SC_FEAR:
+ case SC_MEIKYOUSISUI:
+ case SC_NEEDLE_OF_PARALYZE:
+ case SC_DEATHBOUND:
+ case SC_NETHERWORLD:
+ case SC_SV_ROOTTWIST:
+ unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
+ break;
+ case SC_ANKLESNARE:
+ if (battle_config.skill_trap_type || !map_flag_gvg(bl->m))
+ unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
+ break;
+ case SC_HIDING:
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC_CHASEWALK:
+ case SC_WEIGHTOVER90:
+ case SC_CAMOUFLAGE:
+ case SC_SIREN:
+ case SC_ALL_RIDING:
+ case SC_SUHIDE:
+ unit->stop_attack(bl);
+ break;
+ case SC_SILENCE:
+ if (battle_config.sc_castcancel & bl->type)
+ unit->skillcastcancel(bl, 0);
+ break;
+ }
+}
+
+/**
* End sc before starting other sc.
*
* @param bl Status change target bl.
@@ -13541,6 +13555,7 @@ void status_defaults(void)
status->is_immune_to_status = status_is_immune_to_status;
status->is_boss_resist_sc = status_is_boss_resist_sc;
status->end_sc_before_start = status_end_sc_before_start;
+ status->change_start_stop_action = status_change_start_stop_action;
status->calc_bl_ = status_calc_bl_;
status->calc_mob_ = status_calc_mob_;
status->calc_pet_ = status_calc_pet_;