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Minor adjustment that makes clones die in a smoother manner (rather than standing still after death and disappearing in a small delay they now display a dead sprite and disappear a few seconds afterwards)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16629 54d463be-8e91-2dee-dedb-b68131a5f0ec
shennetsind 12 年之前
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共有 1 个文件被更改,包括 4 次插入2 次删除
  1. 4 2
      src/map/mob.c

+ 4 - 2
src/map/mob.c

@@ -2602,7 +2602,9 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 
 	if( !rebirth ) {
 	
-		if(pcdb_checkid(md->vd->class_)) {	//Player mobs are not removed automatically by the client.
+		if( pcdb_checkid(md->vd->class_) ) {//Player mobs are not removed automatically by the client.
+			/* first we set them dead, then we delay the outsight effect */
+			clif_clearunit_area(&md->bl,CLR_DEAD);
 			clif_clearunit_delayed(&md->bl, CLR_OUTSIGHT,tick+3000);
 		} else
 			/**
@@ -2610,7 +2612,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 			 * For example, this delay allows it to display soul drain effect
 			 **/
 			clif_clearunit_delayed(&md->bl, CLR_DEAD, tick+250);
-		
+
 	}
 
 	if(!md->spawn) //Tell status_damage to remove it from memory.