Fixed clones so that they only cast skills according to the data passed from it's player source (e.g. your clone can't cast double straffing if it isn't wearing a bow). bugreport:5299

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15551 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
shennetsind 2012-02-09 00:32:41 +00:00
parent 76253a7cad
commit 02ef1cadcb

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@ -3197,7 +3197,7 @@ int mob_is_clone(int class_)
int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration)
{
int class_;
int i,j,inf,skill_id;
int i,j,inf,skill_id, fd;
struct mob_data *md;
struct mob_skill *ms;
struct mob_db* db;
@ -3237,6 +3237,13 @@ int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char
//Skill copy [Skotlex]
ms = &db->skill[0];
/**
* We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin
**/
fd = sd->fd;
sd->fd = 0;
//Go Backwards to give better priority to advanced skills.
for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) {
skill_id = skill_tree[pc_class2idx(sd->status.class_)][j].id;
@ -3252,7 +3259,12 @@ int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char
skill_get_unit_id(skill_id, 0) &&
skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
continue;
/**
* The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299)
**/
if( !skill_check_condition_castbegin(sd,skill_id,sd->status.skill[skill_id].lv) )
continue;
memset (&ms[i], 0, sizeof(struct mob_skill));
ms[i].skill_id = skill_id;
ms[i].skill_lv = sd->status.skill[skill_id].lv;
@ -3345,6 +3357,12 @@ int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char
db->maxskill = ++i;
}
/**
* We grant the session it's fd value back.
**/
sd->fd = fd;
//Finally, spawn it.
md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--",class_,event);
if (!md) return 0; //Failed?