Corrected a potential crash with Joint Beat (#4251)

* Follow up to cb2c553.
Thanks to @teededung and @cahya1992!
This commit is contained in:
Aleos
2019-07-18 12:25:57 -04:00
committed by GitHub
parent cb2c553f34
commit 6d199ca7d2
2 changed files with 3 additions and 3 deletions

View File

@@ -4773,10 +4773,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case LK_JOINTBEAT:
flag = 1 << rnd() % 6;
if (flag != BREAK_NECK && tsc && tsc->data[status_skill2sc(skill_id)]->val2 & BREAK_NECK)
if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
sc_start4(src, bl, status_skill2sc(skill_id), 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
sc_start4(src, bl, SC_JOINTBEAT, 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
break;
case MO_COMBOFINISH: