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- Small code cleanups. One should lower a bit function overhead when using mob_ai&32

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5967 54d463be-8e91-2dee-dedb-b68131a5f0ec
skotlex há 19 anos atrás
pai
commit
0ed5d38cdd
3 ficheiros alterados com 2 adições e 4 exclusões
  1. 0 2
      src/map/atcommand.c
  2. 1 1
      src/map/mob.c
  3. 1 1
      src/map/skill.c

+ 0 - 2
src/map/atcommand.c

@@ -1296,8 +1296,6 @@ int atcommand_where(
 	}
 	pl_sd = map_nick2sd(atcmd_player_name);
 
-	pl_sd = map_nick2sd(atcmd_player_name);
-	
 	if (pl_sd == NULL) 
 		return -1;
 

+ 1 - 1
src/map/mob.c

@@ -1419,7 +1419,7 @@ static int mob_ai_sub_lazy(DBKey key,void * data,va_list app)
 	nullpo_retr(0, md);
 	nullpo_retr(0, app);
 
-	if(md->bl.type!=BL_MOB)
+	if(md->bl.type!=BL_MOB || md->bl.prev == NULL)
 		return 0;
 
 	ap = va_arg(app, va_list);

+ 1 - 1
src/map/skill.c

@@ -6557,7 +6557,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
 		if (alive && battle_config.skill_wall_check) {
 			//Check if there's a path between cell and center of casting.
 			struct walkpath_data wpd;
-			if (path_search2(&wpd,src->m,ux,uy,x,y,0x30001)==-1)
+			if (path_search2(&wpd,src->m,ux,uy,x,y,0x1)==-1)
 				alive = 0;
 		}