- Removed the on-die specific code from unit_remove_map and placed it on the corresponding *_dead functions. unit_remove_map should never assume the char died, it is just a "remove from map" function.
- Updated status_damage to handle the general death code (clearing status changes, clearing skill related data, sending death packet, etc). The return value from the *_dead functions will tell it what to do or not with the object (death aborted, clear it from map/memory, etc) - Cleaned up pc_dead to take advantage of the fact that status changes are not ended until after the function. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6852 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
9c164b740e
commit
1d027c8db8
@ -4,6 +4,15 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/05/30
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* Removed the on-die specific code from unit_remove_map and placed it on
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the corresponding *_dead functions. unit_remove_map should never assume the
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char died, it is just a "remove from map" function. [Skotlex]
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* Updated status_damage to handle the general death code (clearing status
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changes, clearing skill related data, sending death packet, etc). The
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return value from the *_dead functions will tell it what to do or not with
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the object (death aborted, clear it from map/memory, etc) [Skotlex]
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* Cleaned up pc_dead to take advantage of the fact that status changes are
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not ended until after the function. [Skotlex]
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* Disabled ontouch npcs triggering on hidden/chase-walk characters.
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[Skotlex]
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* Updated/adapted current Homun code to use the status_data update.
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@ -3690,9 +3690,8 @@ static int atkillmonster_sub(struct block_list *bl, va_list ap) {
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if (flag)
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status_kill(bl);
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else
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unit_remove_map(&md->bl,1);
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else //FIXME: Eh.. what exactly is the difference here?
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status_kill(bl);
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return 1;
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}
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void atcommand_killmonster_sub(
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@ -102,14 +102,8 @@ void merc_damage(struct homun_data *hd,struct block_list *src,int hp,int sp)
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int merc_dead(struct homun_data *hd, struct block_list *src)
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{
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//dead lol
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clif_clearchar((struct block_list*)hd,1);
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hd->bl.m = 0;
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hd->bl.x = 0;
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hd->bl.y = 0; //send it somewhere where it doesn't bother us
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merc_save(hd);
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clif_clearchar_area(&hd->bl,0);
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map_delblock(&hd->bl);
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return 1;
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return 3; //Remove it from map.
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}
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void merc_skillup(struct map_session_data *sd,short skillnum)
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@ -883,10 +883,7 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
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bl=map_id2bl(md->master_id);
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if (!bl || status_isdead(bl)) { //主が死亡しているか見つからない
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if(md->special_state.ai)
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unit_remove_map(&md->bl, 1);
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else
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status_kill(&md->bl);
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status_kill(&md->bl);
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return 0;
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}
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@ -921,10 +918,7 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
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}
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} else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
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//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
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if(md->special_state.ai)
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unit_remove_map(&md->bl, 1);
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else
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status_kill(&md->bl);
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status_kill(&md->bl);
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return 0;
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}
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@ -1695,19 +1689,13 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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}
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md->state.skillstate = MSS_DEAD;
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md->status.hp = 1; //Otherwise skill will be blocked due to being dead! [Skotlex]
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mobskill_use(md,tick,-1); //On Dead skill.
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md->status.hp = 0;
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if (md->sc.data[SC_KAIZEL].timer != -1)
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{ //Revive in a bit.
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mob_unlocktarget(md,tick);
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mob_stop_walking(md, 0);
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clif_clearchar_area(&md->bl,1);
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add_timer(gettick()+3000, mob_respawn, md->bl.id, 10*md->sc.data[SC_KAIZEL].val1); //% of life to rebirth with
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status_change_end(&md->bl, SC_KAIZEL, -1);
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map_delblock(&md->bl);
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return 0;
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return 1; //Return 1 to only clear the object.
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}
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map_freeblock_lock();
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@ -2134,9 +2122,24 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
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}
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if(md->level) md->level=0;
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if(md->deletetimer!=-1) {
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delete_timer(md->deletetimer,mob_timer_delete);
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md->deletetimer=-1;
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}
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if(pcdb_checkid(md->vd->class_)) //Player mobs are not removed automatically by the client.
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clif_clearchar_delay(tick+3000,&md->bl,0);
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mob_deleteslave(md);
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md->last_deadtime=tick;
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map_freeblock_unlock();
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unit_remove_map(&md->bl,1);
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return 1;
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if(!md->spawn) //Tell status_damage to remove it from memory.
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return 5;
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mob_setdelayspawn(md); //Set respawning.
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return 3; //Remove from map.
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}
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void mob_revive(struct mob_data *md, unsigned int hp)
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46
src/map/pc.c
46
src/map/pc.c
@ -4432,9 +4432,8 @@ void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int h
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int pc_dead(struct map_session_data *sd,struct block_list *src)
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{
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int i=0,j=0,resurrect_flag=0,baby_flag=0;
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int i=0,j=0;
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unsigned int tick = gettick();
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struct status_data *status = &sd->battle_status;
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if(sd->vender_id)
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vending_closevending(sd);
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@ -4458,20 +4457,8 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
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if(sd->duel_invite > 0)
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duel_reject(sd->duel_invite, sd);
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}
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//SC data that will be needed later on.
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resurrect_flag = (sd->sc.data[SC_KAIZEL].timer != -1)?sd->sc.data[SC_KAIZEL].val1:0;
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baby_flag = (sd->sc.data[SC_BABY].timer != -1)?1:0;
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pc_stop_attack(sd);
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pc_stop_walking(sd,0);
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unit_skillcastcancel(&sd->bl,0);
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clif_clearchar_area(&sd->bl,1);
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pc_setdead(sd);
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skill_unit_move(&sd->bl,tick,4);
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if (battle_config.clear_unit_ondeath)
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skill_clear_unitgroup(&sd->bl); //orn
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status_change_clear(&sd->bl,0);
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sd->canregen_tick = tick;
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pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter);
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@ -4599,7 +4586,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
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if(battle_config.death_penalty_type && sd->state.snovice_flag != 4
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&& (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
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&& !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m)
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&& !baby_flag)
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&& sd->sc.data[SC_BABY].timer == -1)
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{
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unsigned int base_penalty =0;
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if (battle_config.death_penalty_base > 0) {
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@ -4715,27 +4702,28 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
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return 1;
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}
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if (sd->state.snovice_flag == 4 || resurrect_flag)
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if (sd->sc.count && sd->sc.data[SC_KAIZEL].timer != -1)
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{
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clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
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pc_setstand(sd);
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status->hp = 1;
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if (sd->state.snovice_flag == 4 ||
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sd->special_state.restart_full_recover) {
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if(sd->special_state.restart_full_recover)
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status_percent_heal(&sd->bl, 100, 100);
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} else { //10% life per each level in Kaizel
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status_percent_heal(&sd->bl, 10*resurrect_flag, 0);
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}
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clif_updatestatus(sd, SP_HP);
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clif_updatestatus(sd, SP_SP);
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else
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status_percent_heal(&sd->bl, 10*sd->sc.data[SC_KAIZEL].val1, 0);
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if(battle_config.pc_invincible_time)
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pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
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sc_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,10,skill_get_time2(SL_KAIZEL,sd->sc.data[SC_KAIZEL].val1));
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status_change_end(&sd->bl,SC_KAIZEL,-1);
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return 0;
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}
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if (sd->state.snovice_flag == 4)
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{
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clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
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status_percent_heal(&sd->bl, 100, 100);
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clif_resurrection(&sd->bl, 1);
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sd->state.snovice_flag = 0;
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if(battle_config.pc_invincible_time)
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pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
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if (resurrect_flag)
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sc_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,10,skill_get_time2(SL_KAIZEL, resurrect_flag));
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else
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sc_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,skill_get_time(MO_STEELBODY,1));
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sc_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,skill_get_time(MO_STEELBODY,1));
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return 0;
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}
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@ -5732,11 +5732,11 @@ int buildin_killmonster_sub(struct block_list *bl,va_list ap)
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if(!allflag){
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if(strcmp(event,md->npc_event)==0)
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unit_remove_map(bl,1);
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status_kill(bl);
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return 0;
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}else{
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if(!md->spawn)
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unit_remove_map(bl,1);
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status_kill(bl);
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return 0;
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}
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return 0;
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@ -5760,7 +5760,7 @@ int buildin_killmonster(struct script_state *st)
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int buildin_killmonsterall_sub(struct block_list *bl,va_list ap)
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{
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unit_remove_map(bl,1);
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status_kill(bl);
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return 0;
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}
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int buildin_killmonsterall(struct script_state *st)
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@ -584,23 +584,69 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
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{
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case BL_MOB:
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mob_damage((TBL_MOB*)target, src, hp);
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if (!status->hp)
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mob_dead((TBL_MOB*)target, src, flag&4?3:0);
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break;
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case BL_PC:
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pc_damage((TBL_PC*)target,src,hp,sp);
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if (!status->hp)
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pc_dead((TBL_PC*)target,src);
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break;
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case BL_HOMUNCULUS:
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merc_damage((TBL_HOMUNCULUS*)target,src,hp,sp);
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if (!status->hp)
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merc_dead((TBL_HOMUNCULUS*)target,src);
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}
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if (walkdelay && status->hp)
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unit_set_walkdelay(target, gettick(), walkdelay, 0);
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if (status->hp)
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{ //Still lives!
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if (walkdelay)
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unit_set_walkdelay(target, gettick(), walkdelay, 0);
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return hp+sp;
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}
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status->hp = 1; //To let the dead function cast skills and all that.
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//NOTE: These dead functions should return: [Skotlex]
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//0: Death cancelled, auto-revived.
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//Non-zero: Standard death. Clear status, cancel move/attack, etc
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//&2: Also remove object from map.
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//&4: Also delete object from memory.
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switch (target->type)
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{
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case BL_MOB:
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flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
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break;
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case BL_PC:
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flag = pc_dead((TBL_PC*)target,src);
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break;
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case BL_HOMUNCULUS:
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flag = merc_dead((TBL_HOMUNCULUS*)target,src);
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break;
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default: //Unhandled case, do nothing to object.
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flag = 0;
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break;
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}
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if(!flag) //Death cancelled.
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return hp+sp;
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//Normal death
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if (battle_config.clear_unit_ondeath &&
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battle_config.clear_unit_ondeath&target->type)
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skill_clear_unitgroup(target);
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status_change_clear(target,0);
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if(flag&2) //remove the unit from the map.
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unit_remove_map(target,1);
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else { //These are handled by unit_remove_map.
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unit_stop_attack(target);
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unit_stop_walking(target,0);
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unit_skillcastcancel(target,0);
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clif_clearchar_area(target,1);
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skill_unit_move(target,gettick(),4);
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skill_cleartimerskill(target);
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}
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if(flag&4) { //Delete from memory.
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map_delblock(target);
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unit_free(target);
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}
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return hp+sp;
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}
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@ -1433,6 +1433,7 @@ int unit_changeviewsize(struct block_list *bl,short size)
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* Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
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* if clrtype is 1 (death), appropiate cleanup is performed.
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* Otherwise it is assumed bl is being warped.
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* On-Kill specific stuff is not performed here, look at status_damage for that.
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*------------------------------------------
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*/
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int unit_remove_map(struct block_list *bl, int clrtype) {
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@ -1455,9 +1456,7 @@ int unit_remove_map(struct block_list *bl, int clrtype) {
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ud->attackabletime = ud->canmove_tick = ud->canact_tick = gettick();
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clif_clearchar_area(bl,clrtype);
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if (clrtype == 1) //Death. Remove all status changes.
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status_change_clear(bl,0);
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else if(sc && sc->count ) { //map-change/warp dispells.
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if(sc && sc->count ) { //map-change/warp dispells.
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if(sc->data[SC_BLADESTOP].timer!=-1)
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status_change_end(bl,SC_BLADESTOP,-1);
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if(sc->data[SC_BASILICA].timer!=-1)
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@ -1488,9 +1487,6 @@ int unit_remove_map(struct block_list *bl, int clrtype) {
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status_change_end(bl, SC_GOSPEL, -1);
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}
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if (clrtype == 1 && battle_config.clear_unit_ondeath && //Clrtype 1 = died.
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battle_config.clear_unit_ondeath&bl->type)
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skill_clear_unitgroup(bl); // スキルユニットグループの削除
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if (bl->type&BL_CHAR) {
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skill_unit_move(bl,gettick(),4);
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skill_cleartimerskill(bl); // ƒ^ƒCƒ}<7D>[ƒXƒLƒ‹ƒNƒŠƒA
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@ -1537,25 +1533,7 @@ int unit_remove_map(struct block_list *bl, int clrtype) {
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struct mob_data *md = (struct mob_data*)bl;
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md->target_id=0;
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md->attacked_id=0;
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md->state.skillstate= clrtype==1?MSS_DEAD:MSS_IDLE;
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if (md->master_id) md->master_dist = 0;
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if (clrtype == 1) { //Death.
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md->last_deadtime=gettick();
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if(md->deletetimer!=-1)
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delete_timer(md->deletetimer,mob_timer_delete);
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md->deletetimer=-1;
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if(pcdb_checkid(md->vd->class_)) //Player mobs are not removed automatically by the client.
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clif_clearchar_delay(gettick()+3000,bl,0);
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mob_deleteslave(md);
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if(!md->spawn) {
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map_delblock(bl);
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unit_free(bl); //Mob does not respawn.
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map_freeblock_unlock();
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return 0;
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}
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mob_setdelayspawn(md); //Set respawning.
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}
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md->state.skillstate= MSS_IDLE;
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} else if (bl->type == BL_PET) {
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struct pet_data *pd = (struct pet_data*)bl;
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struct map_session_data *sd = pd->msd;
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