- Added pc_issit check to pc_can_move
- Stone/Freeze/Stun/Sleep now make you stand up as well. - Some logic pointer fixes on map_searchrandfreecell. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5251 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -5,6 +5,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
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GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
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2006/02/10
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* Fixed map_searchrandcell function. [Skotlex]
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* Modified the NPC_BREAK* skills to break equipment at a 10%*lv rate. [Skotlex]
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* Modified the drop item routines to perform stacking checks only for
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player attempted item drops, therefore, mob drops will stack up to
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@ -1324,18 +1324,18 @@ int map_searchrandfreecell(int m,int *x,int *y,int stack) {
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int free_cells[9][2];
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for(free_cell=0,i=-1;i<=1;i++){
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if(i+y<0 || i+y>=map[m].ys)
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if(i+*y<0 || i+*y>=map[m].ys)
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continue;
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for(j=-1;j<=1;j++){
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if(j+x<0 || j+x>=map[m].xs)
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if(j+*x<0 || j+*x>=map[m].xs)
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continue;
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if(map_getcell(m,j+x,i+y,CELL_CHKNOPASS))
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if(map_getcell(m,j+*x,i+*y,CELL_CHKNOPASS))
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continue;
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//Avoid item stacking to prevent against exploits. [Skotlex]
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if(stack && map_count_oncell(m,j+x,i+y, BL_ITEM) > stack)
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if(stack && map_count_oncell(m,j+*x,i+*y, BL_ITEM) > stack)
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continue;
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free_cells[free_cell][0] = j+x;
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free_cells[free_cell++][1] = i+y;
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free_cells[free_cell][0] = j+*x;
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free_cells[free_cell++][1] = i+*y;
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}
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}
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if(free_cell==0)
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@ -359,6 +359,9 @@ int pc_can_move(struct map_session_data *sd)
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if ((sd->sc.option & OPTION_HIDE) && pc_checkskill(sd, RG_TUNNELDRIVE) <= 0)
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return 0;
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if (pc_issit(sd))
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return 0; //Can't move while sitting...
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if (DIFF_TICK(sd->canmove_tick, gettick()) > 0)
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return 0;
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@ -3745,7 +3745,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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if (elem == 1 && !(flag&1))
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return 0; //Can't freeze water elementals.
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case SC_STONE:
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//I've been informed that undead chars are inmune to stone curse too. [Skotlex]
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//Undead are inmune to Freeze/Stone
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if (undead_flag && !(flag&1))
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return 0;
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case SC_SLEEP:
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@ -4631,6 +4631,9 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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case SC_FREEZE:
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case SC_STAN:
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case SC_SLEEP:
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case SC_STONE:
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if (sd && pc_issit(sd)) //Avoid sprite sync problems.
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pc_setstand(sd);
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case SC_TRICKDEAD:
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battle_stopattack(bl);
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skill_stop_dancing(bl); /* 演奏/ダンスの中? */
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