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Fix #2694 (#2732)

* Fix #2694

Move down skill_unit_move(bl,gettick(),4) of unit_remove_map_ to avoid conflict with duel changing realm.
The issue was that skill_unit_onleft was called before the duel_leave handling which was reapplying skill_unit_onplace causing an infinite status duration.
Other skill might had same issue.

* Small optimisation.
Avoid calling status_change_end when we have no status set yet (or no status_change holder).
Move down overrecurent call to status_change_end SC_ROLLINGCUTTER.
lighta 7 년 전
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3개의 변경된 파일29개의 추가작업 그리고 23개의 파일을 삭제
  1. 15 11
      src/map/map.cpp
  2. 10 6
      src/map/skill.cpp
  3. 4 6
      src/map/unit.cpp

+ 15 - 11
src/map/map.cpp

@@ -413,17 +413,21 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick)
 		sc = status_get_sc(bl);
 
 		skill_unit_move(bl,tick,2);
-		status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
-		status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
-		status_change_end(bl, SC_TINDER_BREAKER, INVALID_TIMER);
-		status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
-//		status_change_end(bl, SC_BLADESTOP, INVALID_TIMER); //Won't stop when you are knocked away, go figure...
-		status_change_end(bl, SC_TATAMIGAESHI, INVALID_TIMER);
-		status_change_end(bl, SC_MAGICROD, INVALID_TIMER);
-		status_change_end(bl, SC_SU_STOOP, INVALID_TIMER);
-		if (sc->data[SC_PROPERTYWALK] &&
-			sc->data[SC_PROPERTYWALK]->val3 >= skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) )
-			status_change_end(bl,SC_PROPERTYWALK,INVALID_TIMER);
+		if ( sc && sc->count ) //at least one to cancel
+		{
+			status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); // If you move, you lose your counters. [malufett]
+			status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
+			status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
+			status_change_end(bl, SC_TINDER_BREAKER, INVALID_TIMER);
+			status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
+	//		status_change_end(bl, SC_BLADESTOP, INVALID_TIMER); //Won't stop when you are knocked away, go figure...
+			status_change_end(bl, SC_TATAMIGAESHI, INVALID_TIMER);
+			status_change_end(bl, SC_MAGICROD, INVALID_TIMER);
+			status_change_end(bl, SC_SU_STOOP, INVALID_TIMER);
+			if (sc->data[SC_PROPERTYWALK] &&
+				sc->data[SC_PROPERTYWALK]->val3 >= skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) )
+				status_change_end(bl,SC_PROPERTYWALK,INVALID_TIMER);
+		}
 	} else
 	if (bl->type == BL_NPC)
 		npc_unsetcells((TBL_NPC*)bl);

+ 10 - 6
src/map/skill.cpp

@@ -11325,11 +11325,11 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
 		else
 			skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
 
-		if (ud->skill_id != RA_CAMOUFLAGE)
-			status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
-
 		sc = status_get_sc(src);
 		if(sc && sc->count) {
+			if (ud->skill_id != RA_CAMOUFLAGE)
+				status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
+
 			if(sc->data[SC_SPIRIT] &&
 				sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
 				sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
@@ -18112,9 +18112,13 @@ int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int li
 		case NC_NEUTRALBARRIER:
 			{
 				struct status_change *sc = NULL;
-				if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
-					sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
-					status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
+				if( (sc = status_get_sc(src)) != NULL ) {
+					if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
+					{
+						sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
+						status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
+					}
+					status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
 				}
 			}
 			break;

+ 4 - 6
src/map/unit.cpp

@@ -406,7 +406,6 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data
 	y += dy;
 	map_moveblock(bl, x, y, tick);
 	ud->walk_count++; // Walked cell counter, to be used for walk-triggered skills. [Skotlex]
-	status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); // If you move, you lose your counters. [malufett]
 
 	if (bl->x != x || bl->y != y || ud->walktimer != INVALID_TIMER)
 		return 0; // map_moveblock has altered the object beyond what we expected (moved/warped it)
@@ -2878,11 +2877,6 @@ int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file,
 		status_change_end(bl, SC_SUHIDE, INVALID_TIMER);
 	}
 
-	if (bl->type&(BL_CHAR|BL_PET)) {
-		skill_unit_move(bl,gettick(),4);
-		skill_cleartimerskill(bl);
-	}
-
 	switch( bl->type ) {
 		case BL_PC: {
 			struct map_session_data *sd = (struct map_session_data*)bl;
@@ -3066,6 +3060,10 @@ int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file,
 			break;// do nothing
 	}
 
+	if (bl->type&(BL_CHAR|BL_PET)) {
+		skill_unit_move(bl,gettick(),4);
+		skill_cleartimerskill(bl);
+	}
 	// /BL_MOB is handled by mob_dead unless the monster is not dead.
 	if( bl->type != BL_MOB || !status_isdead(bl) )
 		clif_clearunit_area(bl,clrtype);