* Fixed a crash uncovered with r14501, caused by outdated local variables when a script is about to suspend or terminate (bugreport:4577).
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14511 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
2c88023b3d
commit
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@ -1,6 +1,7 @@
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Date Added
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2010/11/27
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* Fixed a crash uncovered with r14501, caused by outdated local variables when a script is about to suspend or terminate (bugreport:4577). [Ai4rei]
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* Fixed a crash when using food status bonuses with cash food status bonuses (bugreport:4582, since r14437). [Ai4rei]
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2010/11/26
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* Fixed description of bCriticalAddRace having 'race' and 'crit' parameters interchanged (bugreport:4383, since r1116 and r1382, related r12804). [Ai4rei]
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136
src/map/script.c
136
src/map/script.c
@ -2694,6 +2694,10 @@ struct script_state* script_alloc_state(struct script_code* script, int pos, int
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/// @param st Script state
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void script_free_state(struct script_state* st)
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{
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if(st->bk_st)
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{// backup was not restored
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ShowDebug("script_free_state: Previous script state lost (rid=%d, oid=%d, state=%d, bk_npcid=%d).\n", st->bk_st->rid, st->bk_st->oid, st->bk_st->state, st->bk_npcid);
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}
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if( st->sleep.timer != INVALID_TIMER )
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delete_timer(st->sleep.timer, run_script_timer);
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script_free_vars(st->stack->var_function);
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@ -3138,6 +3142,63 @@ int run_script_timer(int tid, unsigned int tick, int id, intptr data)
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return 0;
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}
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/// Detaches script state from possibly attached character and restores it's previous script if any.
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///
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/// @param st Script state to detach.
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/// @param dequeue_event Whether to schedule any queued events, when there was no previous script.
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static void script_detach_state(struct script_state* st, bool dequeue_event)
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{
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struct map_session_data* sd;
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if(st->rid && (sd = map_id2sd(st->rid))!=NULL)
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{
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sd->st = st->bk_st;
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sd->npc_id = st->bk_npcid;
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if(st->bk_st)
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{
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//Remove tag for removal.
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st->bk_st = NULL;
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st->bk_npcid = 0;
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}
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else if(dequeue_event)
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{
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npc_event_dequeue(sd);
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}
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}
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else if(st->bk_st)
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{// rid was set to 0, before detaching the script state
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ShowError("script_detach_state: Found previous script state without attached player (rid=%d, oid=%d, state=%d, bk_npcid=%d)\n", st->bk_st->rid, st->bk_st->oid, st->bk_st->state, st->bk_npcid);
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script_reportsrc(st->bk_st);
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script_free_state(st->bk_st);
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st->bk_st = NULL;
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}
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}
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/// Attaches script state to possibly attached character and backups it's previous script, if any.
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///
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/// @param st Script state to attach.
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static void script_attach_state(struct script_state* st)
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{
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struct map_session_data* sd;
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if(st->rid && (sd = map_id2sd(st->rid))!=NULL)
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{
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if(st!=sd->st)
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{
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if(st->bk_st)
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{// there is already a backup
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ShowDebug("script_free_state: Previous script state lost (rid=%d, oid=%d, state=%d, bk_npcid=%d).\n", st->bk_st->rid, st->bk_st->oid, st->bk_st->state, st->bk_npcid);
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}
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st->bk_st = sd->st;
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st->bk_npcid = sd->npc_id;
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}
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sd->st = st;
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sd->npc_id = st->oid;
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}
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}
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/*==========================================
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* スクリプトの実行メイン部分
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*------------------------------------------*/
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@ -3146,22 +3207,10 @@ void run_script_main(struct script_state *st)
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int cmdcount=script_config.check_cmdcount;
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int gotocount=script_config.check_gotocount;
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TBL_PC *sd;
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//For backing up purposes
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struct script_state *bk_st = NULL;
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int bk_npcid = 0;
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struct script_stack *stack=st->stack;
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struct npc_data *nd;
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sd = map_id2sd(st->rid);
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if(sd){
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if(sd->st != st){
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bk_st = sd->st;
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bk_npcid = sd->npc_id;
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}
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sd->st = st;
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sd->npc_id = st->oid;
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}
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script_attach_state(st);
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nd = map_id2nd(st->oid);
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if( nd && map[nd->bl.m].instance_id > 0 )
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@ -3260,43 +3309,37 @@ void run_script_main(struct script_state *st)
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if(st->sleep.tick > 0) {
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//Restore previous script
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if (sd) {
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sd->st = bk_st;
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sd->npc_id = bk_npcid;
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bk_st = NULL; //Remove tag for removal.
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}
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script_detach_state(st, false);
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//Delay execution
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sd = map_id2sd(st->rid); // Refresh sd since script might have attached someone while running. [Inkfish]
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sd = map_id2sd(st->rid); // Get sd since script might have attached someone while running. [Inkfish]
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st->sleep.charid = sd?sd->status.char_id:0;
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st->sleep.timer = add_timer(gettick()+st->sleep.tick,
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run_script_timer, st->sleep.charid, (intptr)st);
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linkdb_insert(&sleep_db, (void*)st->oid, st);
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}
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else if(st->state != END && sd){
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else if(st->state != END && st->rid){
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//Resume later (st is already attached to player).
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if(bk_st) {
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if(st->bk_st) {
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ShowWarning("Unable to restore stack! Double continuation!\n");
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//Report BOTH scripts to see if that can help somehow.
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ShowDebug("Previous script (lost):\n");
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script_reportsrc(bk_st);
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script_reportsrc(st->bk_st);
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ShowDebug("Current script:\n");
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script_reportsrc(st);
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script_free_state(st->bk_st);
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st->bk_st = NULL;
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}
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} else {
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//Dispose of script.
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if (sd)
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if ((sd = map_id2sd(st->rid))!=NULL)
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{ //Restore previous stack and save char.
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if(sd->state.using_fake_npc){
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clif_clearunit_single(sd->npc_id, 0, sd->fd);
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sd->state.using_fake_npc = 0;
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}
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//Restore previous script if any.
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sd->st = bk_st;
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sd->npc_id = bk_npcid;
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if (!bk_st)
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npc_event_dequeue(sd);
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else
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bk_st = NULL; //Remove tag for removal.
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script_detach_state(st, true);
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if (sd->state.reg_dirty&2)
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intif_saveregistry(sd,2);
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if (sd->state.reg_dirty&1)
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@ -3305,13 +3348,6 @@ void run_script_main(struct script_state *st)
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script_free_state(st);
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st = NULL;
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}
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if (bk_st)
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{ //Remove previous script
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script_free_state(bk_st);
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bk_st = NULL;
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}
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}
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int script_config_read(char *cfgName)
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@ -9087,23 +9123,14 @@ BUILDIN_FUNC(warpwaitingpc)
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// ...
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//
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/// Detaches a character from a script.
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///
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/// @param st Script state to detach the character from.
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static void script_detach_rid(struct script_state* st)
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{
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struct map_session_data* sd;
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if(st->rid)
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{
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if((sd = script_rid2sd(st))!=NULL)
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{
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if(sd->npc_id!=st->oid)
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{
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ShowDebug("script_detach_rid: sd->npc_id (%d) != st->oid (%d), please report this!\n", sd->npc_id, st->oid);
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script_reportsrc(st);
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}
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sd->npc_id = 0;
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sd->st = NULL;
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}
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script_detach_state(st, false);
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st->rid = 0;
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}
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}
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@ -9119,9 +9146,8 @@ BUILDIN_FUNC(attachrid)
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if ((sd = map_id2sd(rid))!=NULL) {
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script_detach_rid(st);
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sd->st = st;
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sd->npc_id = st->oid;
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st->rid = rid;
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script_attach_state(st);
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script_pushint(st,1);
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} else
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script_pushint(st,0);
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@ -13238,17 +13264,11 @@ BUILDIN_FUNC(unitskillusepos)
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BUILDIN_FUNC(sleep)
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{
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int ticks;
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TBL_PC* sd;
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ticks = script_getnum(st,2);
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sd = map_id2sd(st->rid);
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// detach the player
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if( sd && sd->npc_id == st->oid )
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{
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sd->npc_id = 0;
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}
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st->rid = 0;
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script_detach_rid(st);
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if( ticks <= 0 )
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{// do nothing
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@ -121,6 +121,9 @@ struct script_state {
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int tick,timer,charid;
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} sleep;
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int instance_id;
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//For backing up purposes
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struct script_state *bk_st;
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int bk_npcid;
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};
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struct script_reg {
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