- Modified the Asura code (again), hopefully movement sprite issues are fixed now
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8793 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -5,6 +5,8 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/09/18
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* Modified the Asura code (again), hopefully movement sprite issues are
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fixed now [Skotlex]
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* @reloadscript scripts will no longer eliminate mobs with no respawn data.
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But watch out for possible bugs (I think someone mentioned 1 extra
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treasure box will spawn when you use it? This needs testing!) [Skotlex]
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@ -2852,13 +2852,31 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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if (sc->data[SC_BLADESTOP].timer != -1)
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status_change_end(src,SC_BLADESTOP,-1);
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}
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//Client expects you to move to target regardless
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if(unit_walktobl(src, bl, 1, 1)) {
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//Client expects you to move to target regardless of distance
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{
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struct unit_data *ud = unit_bl2ud(src);
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short dx,dy;
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int i,speed;
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dx = bl->x - src->x;
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dy = bl->y - src->y;
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if (dx < 0) dx--;
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else if (dx > 0) dx++;
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if (dy < 0) dy--;
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else if (dy > 0) dy++;
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if (!dx && !dy) dy++;
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if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
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{
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dx = bl->x;
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dy = bl->y;
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} else {
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dx = src->x + dx;
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dy = src->y + dy;
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}
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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if (ud) {
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ud->target = 0; //Clear target, as you shouldn't be chasing it if you can't get there on time.
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if(unit_walktoxy(src, dx, dy, 2) && ud) {
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//Increase can't walk delay to not alter your walk path
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ud->canmove_tick = tick;
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speed = status_get_speed(src);
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@ -262,7 +262,7 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
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return 0;
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}
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//Easy parameter: &1 -> 1/2 = easy/hard, &2 -> force walking.
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//Easy parameter: &1 -> 1/0 = easy/hard, &2 -> force walking.
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int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
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struct unit_data *ud = NULL;
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struct status_change *sc = NULL;
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