Fixed bugreport:6324 mobs now clear attacked data on death. special thanks to vali.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16527 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -2055,8 +2055,7 @@ void mob_log_damage(struct mob_data *md, struct block_list *src, int damage)
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//Call when a mob has received damage.
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//Call when a mob has received damage.
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void mob_damage(struct mob_data *md, struct block_list *src, int damage)
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void mob_damage(struct mob_data *md, struct block_list *src, int damage)
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{
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{
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if (damage > 0)
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if (damage > 0) { //Store total damage...
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{ //Store total damage...
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if (UINT_MAX - (unsigned int)damage > md->tdmg)
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if (UINT_MAX - (unsigned int)damage > md->tdmg)
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md->tdmg+=damage;
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md->tdmg+=damage;
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else if (md->tdmg == UINT_MAX)
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else if (md->tdmg == UINT_MAX)
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@ -2065,8 +2064,7 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage)
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damage = (int)(UINT_MAX - md->tdmg);
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damage = (int)(UINT_MAX - md->tdmg);
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md->tdmg = UINT_MAX;
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md->tdmg = UINT_MAX;
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}
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}
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if (md->state.aggressive)
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if (md->state.aggressive) { //No longer aggressive, change to retaliate AI.
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{ //No longer aggressive, change to retaliate AI.
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md->state.aggressive = 0;
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md->state.aggressive = 0;
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if(md->state.skillstate== MSS_ANGRY)
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if(md->state.skillstate== MSS_ANGRY)
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md->state.skillstate = MSS_BERSERK;
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md->state.skillstate = MSS_BERSERK;
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@ -2085,8 +2083,7 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage)
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if (!src)
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if (!src)
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return;
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return;
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if(md->special_state.ai==2/* && md->master_id == src->id*/)
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if( md->special_state.ai == 2 ) {//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
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{ //LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
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md->state.alchemist = 1;
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md->state.alchemist = 1;
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mobskill_use(md, gettick(), MSC_ALCHEMIST);
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mobskill_use(md, gettick(), MSC_ALCHEMIST);
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}
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}
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@ -2136,10 +2133,11 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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if(src && src->type == BL_MOB)
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if(src && src->type == BL_MOB)
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mob_unlocktarget((struct mob_data *)src,tick);
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mob_unlocktarget((struct mob_data *)src,tick);
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if( sd )
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/* clear previous target otherwise we'll respawn aiming at the same dude */
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{
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md->attacked_id = 0;
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if( sd->mission_mobid == md->class_)
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{ //TK_MISSION [Skotlex]
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if( sd ) {
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if( sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
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if( ++sd->mission_count >= 100 && (temp = mob_get_random_id(0, 0xE, sd->status.base_level)) )
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if( ++sd->mission_count >= 100 && (temp = mob_get_random_id(0, 0xE, sd->status.base_level)) )
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{
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{
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pc_addfame(sd, 1);
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pc_addfame(sd, 1);
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@ -2152,8 +2150,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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}
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}
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if( sd->status.party_id )
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if( sd->status.party_id )
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map_foreachinrange(quest_update_objective_sub,&md->bl,AREA_SIZE,BL_PC,sd->status.party_id,md->class_);
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map_foreachinrange(quest_update_objective_sub,&md->bl,AREA_SIZE,BL_PC,sd->status.party_id,md->class_);
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else
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else if( sd->avail_quests )
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if( sd->avail_quests )
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quest_update_objective(sd, md->class_);
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quest_update_objective(sd, md->class_);
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}
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}
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@ -1204,8 +1204,7 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
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status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
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status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
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}
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}
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switch (target->type)
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switch (target->type) {
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{
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case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
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case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
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case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
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case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
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case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
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case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
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@ -1213,8 +1212,7 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
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case BL_ELEM: elemental_damage((TBL_ELEM*)target,src,hp,sp); break;
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case BL_ELEM: elemental_damage((TBL_ELEM*)target,src,hp,sp); break;
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}
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}
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if( target->type == BL_PC && ((TBL_PC*)target)->disguise && src )
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if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug
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{// stop walking when attacked in disguise to prevent walk-delay bug
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unit_stop_walking( target, 1 );
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unit_stop_walking( target, 1 );
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}
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}
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