Hid timer function parameters in a macro (#3311)
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@@ -126,7 +126,7 @@ static DBMap *mob_summon_db; /// Random Summon DB. struct s_randomsummon_group -
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/*==========================================
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* Local prototype declaration (only required thing)
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*------------------------------------------*/
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static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr_t data);
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static TIMER_FUNC(mob_spawn_guardian_sub);
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int mob_skill_id2skill_idx(int mob_id,uint16 skill_id);
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/*========================================== [Playtester]
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@@ -199,7 +199,7 @@ int mvptomb_setdelayspawn(struct npc_data *nd) {
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* @param id: Block list ID
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* @param data: Used for add_timer_func_list
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*/
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int mvptomb_delayspawn(int tid, unsigned int tick, int id, intptr_t data) {
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TIMER_FUNC(mvptomb_delayspawn){
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struct npc_data *nd = BL_CAST(BL_NPC, map_id2bl(id));
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if (nd) {
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@@ -768,8 +768,8 @@ int mob_once_spawn_area(struct map_session_data* sd, int16 m, int16 x0, int16 y0
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/*==========================================
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* Set a Guardian's guild data [Skotlex]
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*------------------------------------------*/
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static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr_t data)
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{ //Needed because the guild_data may not be available at guardian spawn time.
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static TIMER_FUNC(mob_spawn_guardian_sub){
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//Needed because the guild_data may not be available at guardian spawn time.
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struct block_list* bl = map_id2bl(id);
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struct mob_data* md;
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struct guild* g;
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@@ -1024,8 +1024,7 @@ int mob_linksearch(struct block_list *bl,va_list ap)
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/*==========================================
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* mob spawn with delay (timer function)
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*------------------------------------------*/
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int mob_delayspawn(int tid, unsigned int tick, int id, intptr_t data)
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{
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TIMER_FUNC(mob_delayspawn){
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struct block_list* bl = map_id2bl(id);
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struct mob_data* md = BL_CAST(BL_MOB, bl);
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@@ -2064,8 +2063,7 @@ static int mob_ai_sub_lazy(struct mob_data *md, va_list args)
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/*==========================================
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* Negligent processing for mob outside PC field of view (interval timer function)
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*------------------------------------------*/
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static int mob_ai_lazy(int tid, unsigned int tick, int id, intptr_t data)
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{
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static TIMER_FUNC(mob_ai_lazy){
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map_foreachmob(mob_ai_sub_lazy,tick);
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return 0;
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}
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@@ -2073,8 +2071,7 @@ static int mob_ai_lazy(int tid, unsigned int tick, int id, intptr_t data)
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/*==========================================
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* Serious processing for mob in PC field of view (interval timer function)
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*------------------------------------------*/
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static int mob_ai_hard(int tid, unsigned int tick, int id, intptr_t data)
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{
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static TIMER_FUNC(mob_ai_hard){
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if (battle_config.mob_ai&0x20)
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map_foreachmob(mob_ai_sub_lazy,tick);
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@@ -2141,8 +2138,7 @@ static struct item_drop* mob_setlootitem(struct s_mob_lootitem *item, unsigned s
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/*==========================================
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* item drop with delay (timer function)
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*------------------------------------------*/
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static int mob_delay_item_drop(int tid, unsigned int tick, int id, intptr_t data)
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{
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static TIMER_FUNC(mob_delay_item_drop){
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struct item_drop_list *list;
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struct item_drop *ditem;
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@@ -2206,8 +2202,7 @@ static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, str
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dlist->item = ditem;
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}
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int mob_timer_delete(int tid, unsigned int tick, int id, intptr_t data)
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{
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TIMER_FUNC(mob_timer_delete){
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struct block_list* bl = map_id2bl(id);
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struct mob_data* md = BL_CAST(BL_MOB, bl);
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@@ -2253,8 +2248,7 @@ int mob_deleteslave(struct mob_data *md)
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return 0;
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}
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// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
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int mob_respawn(int tid, unsigned int tick, int id, intptr_t data)
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{
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TIMER_FUNC(mob_respawn){
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struct block_list *bl = map_id2bl(id);
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if(!bl) return 0;
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