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-rw-r--r--Changelog-Trunk.txt4
-rw-r--r--src/map/clif.c7
-rw-r--r--src/map/unit.c4
3 files changed, 8 insertions, 7 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index efb7e148f..6862fd65d 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/04/19
+ * Added back the "you can't walk delay while attacking" to
+ unit_attack_timer, now when you want to walk during your attack animation,
+ you will only stop attacking, you will have to click again to move.
+ [Skotlex]
* Fixed a pair of wrong mapflag lines in nopvp.txt [Skotlex]
* Removed the max cap of autoloot so you are now allowed to set autoloot
values above 100. [Skotlex]
diff --git a/src/map/clif.c b/src/map/clif.c
index 432329745..484abb02a 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -8158,17 +8158,16 @@ void clif_parse_WalkToXY(int fd, struct map_session_data *sd) {
if (clif_cant_act(sd) && sd->sc.opt1 != OPT1_STONEWAIT)
return;
- if (!unit_can_move(&sd->bl))
+ if(sd->sc.count && sd->sc.data[SC_RUN].timer != -1)
return;
- if(sd->sc.count && sd->sc.data[SC_RUN].timer != -1)
+ pc_stop_attack(sd);
+ if (!unit_can_move(&sd->bl))
return;
if (sd->invincible_timer != -1)
pc_delinvincibletimer(sd);
- pc_stop_attack(sd);
-
cmd = RFIFOW(fd,0);
x = RFIFOB(fd,packet_db[sd->packet_ver][cmd].pos[0]) * 4 +
(RFIFOB(fd,packet_db[sd->packet_ver][cmd].pos[0] + 1) >> 6);
diff --git a/src/map/unit.c b/src/map/unit.c
index 08b29cc5b..8b60d4ef5 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -1302,9 +1302,7 @@ static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int t
ud->attackabletime = tick + status_get_adelay(src);
// You can't move if you can't attack neither.
-// Only for non-players, since it makes it near impossible to run away when you are on auto-attack.
- if (src->type != BL_PC)
- unit_set_walkdelay(src, tick, status_get_amotion(src), 1);
+ unit_set_walkdelay(src, tick, status_get_amotion(src), 1);
}
if(ud->state.attack_continue)