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authorshennetsind <ind@henn.et>2013-04-11 16:26:34 -0300
committershennetsind <ind@henn.et>2013-04-11 16:26:34 -0300
commitc079423d172fa772e6b56262f80c09cd0e5a7f47 (patch)
treed4f550e9f124a5a81b66a6371372e90815d74ddf /src
parent931058402a47abd14f022c12bdf29c68e261204d (diff)
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Follow up 80ca4067115774d6c1c447072b470d5f69ab5883
Improved, previous fix would screw up when non-player unit attacked a player. Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'src')
-rw-r--r--src/map/battle.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 81c616928..b6180328a 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -3394,10 +3394,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
ATK_ADD(10*sd->status.inventory[index].refine);
}
- } //if (sd)
+ }
//Card Fix, tsd side
- if(tsd)
+ if(!sd && tsd) //if player on player then it was already measured above
wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, flag.lh, wd.flag);
if( flag.infdef )