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@@ -2785,17 +2785,17 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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{
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sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
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if (sd->state.arrow_atk)
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- { //Recycled damage variable to store index.
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- damage = sd->equip_index[EQI_AMMO];
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- if (damage<0) {
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+ {
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+ int index = sd->equip_index[EQI_AMMO];
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+ if (index<0) {
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clif_arrow_fail(sd,0);
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return ATK_NONE;
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}
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//Ammo check by Ishizu-chan
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- if (sd->inventory_data[damage])
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+ if (sd->inventory_data[index])
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switch (sd->status.weapon) {
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case W_BOW:
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- if (sd->inventory_data[damage]->look != A_ARROW) {
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+ if (sd->inventory_data[index]->look != A_ARROW) {
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clif_arrow_fail(sd,0);
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return ATK_NONE;
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}
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@@ -2804,13 +2804,13 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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case W_RIFLE:
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case W_GATLING:
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case W_SHOTGUN:
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- if (sd->inventory_data[damage]->look != A_BULLET) {
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+ if (sd->inventory_data[index]->look != A_BULLET) {
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clif_arrow_fail(sd,0);
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return ATK_NONE;
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}
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break;
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case W_GRENADE:
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- if (sd->inventory_data[damage]->look != A_GRENADE) {
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+ if (sd->inventory_data[index]->look != A_GRENADE) {
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clif_arrow_fail(sd,0);
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return ATK_NONE;
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}
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