Minor change of TF_BACKSLIDING behavior (#7094)

Fix Backsliding blow only when a character is moved by the skill.

If wall is placed behind the character, skill will show casting animation.

Thanks to @Haydrich!
This commit is contained in:
eppc0330
2022-07-17 08:57:38 +09:00
committed by GitHub
parent 595fc925e3
commit 85454cc7ae

View File

@@ -9248,17 +9248,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
{
short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
#ifdef RENEWAL
|BLOWN_DONT_SEND_PACKET
#endif
));
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
));
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
#ifdef RENEWAL
clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
if(blew_count > 0)
clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
#else
clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
#endif
}
break;
case TK_HIGHJUMP: