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authorshennetsind <ind@henn.et>2014-03-14 14:32:07 -0300
committershennetsind <ind@henn.et>2014-03-14 14:32:07 -0300
commit95892027052d6123805a16e12dbd12ec44d3b85d (patch)
tree30c50151d6273f26feeb6153a66e4bb783b4ffc2 /src/map/status.c
parent1007d606645c16d5246761976b7648809edb8b1d (diff)
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Follow up 1007d606645c16d5246761976b7648809edb8b1d
A bonus. Fixed unitwalk's non-x/y possibility, NPCs can now be set to chase players around for as long as they keep walking, which opens a number of possibilities e.g. help npc y get thru z. Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'src/map/status.c')
-rw-r--r--src/map/status.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/map/status.c b/src/map/status.c
index 4a81fcb05..46f6d265d 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -1867,6 +1867,9 @@ int status_check_visibility(struct block_list *src, struct block_list *target) {
if (src->m != target->m || !check_distance_bl(src, target, view_range))
return 0;
+ if( src->type == BL_NPC ) /* NPCs don't care for the rest */
+ return 1;
+
if( ( tsc = status->get_sc(target) ) ) {
struct status_data *st = status->get_status_data(src);