Fixed unitwalkto calls in unit walk events (#2913)

* Fixes #2341.
* Fixed unitkill for mobs inside the walk event.
* Also fixed the state tracking of the walk event script.
Thanks to @Atemo!
This commit is contained in:
Lemongrass3110 2018-02-27 19:33:12 +01:00 committed by Aleos
parent 7188619325
commit a0a55dada1
2 changed files with 34 additions and 6 deletions

View File

@ -3043,8 +3043,12 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
}
if(!md->spawn) //Tell status_damage to remove it from memory.
return 5; // Note: Actually, it's 4. Oh well...
if(!md->spawn){ //Tell status_damage to remove it from memory.
struct unit_data *ud = unit_bl2ud(&md->bl);
// If the unit is currently in a walk script, it will be removed there
return ud->state.walk_script ? 3 : 5; // Note: Actually, it's 4. Oh well...
}
// MvP tomb [GreenBox]
if (battle_config.mvp_tomb_enabled && md->spawn->state.boss && map[md->bl.m].flag.notomb != 1)

View File

@ -416,11 +416,35 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data
if (bl->x == ud->to_x && bl->y == ud->to_y) {
if (ud->walk_done_event[0]){
npc_event_do_id(ud->walk_done_event,bl->id);
ud->walk_done_event[0] = 0;
char walk_done_event[EVENT_NAME_LENGTH];
// Copying is required in case someone uses unitwalkto inside the event code
safestrncpy(walk_done_event, ud->walk_done_event, EVENT_NAME_LENGTH);
ud->state.walk_script = true;
// Execute the event
npc_event_do_id(walk_done_event,bl->id);
ud->state.walk_script = false;
// Check if the unit was killed
if( status_isdead(bl) ){
struct mob_data* md = BL_CAST(BL_MOB, bl);
if( md && !md->spawn ){
unit_free(bl, CLR_OUTSIGHT);
}
return 0;
}
// Check if another event was set
if( !strcmp(ud->walk_done_event,walk_done_event) ){
// If not remove it
ud->walk_done_event[0] = 0;
}
}
if (ud->state.walk_script)
ud->state.walk_script = 0;
}
switch(bl->type) {