From 46735c13ce91c0dcb2981f0a7a40b542d6d91bb3 Mon Sep 17 00:00:00 2001 From: shennetsind Date: Sat, 14 Jan 2012 11:15:32 +0000 Subject: fixed battle_delay_damage from delaying damage in 1ms or less interval (it'd receive 1 because the client delay stuff understands 1 = wait for damage) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15450 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/battle.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/map') diff --git a/src/map/battle.c b/src/map/battle.c index 025339fe1..1353a1bfb 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -236,7 +236,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD ) damage = 0; - if (!battle_config.delay_battle_damage) { + if ( !battle_config.delay_battle_damage || amotion <= 1 ) { map_freeblock_lock(); status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope] if( attack_type && !status_isdead(target) ) @@ -258,6 +258,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported. if (src->type != BL_PC && amotion > 1000) amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex] + add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr_t)dat); return 0; -- cgit v1.2.3-60-g2f50