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Fixed bugreport:6123 fixed issue with null dat->src crash. Also applied a performance improvement by removing the idb lookup on every delayed damage
Super mega thanks to Cookie and Wildcard.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16359 54d463be-8e91-2dee-dedb-b68131a5f0ec

shennetsind 13 rokov pred
rodič
commit
644bc3dbe5
1 zmenil súbory, kde vykonal 12 pridanie a 13 odobranie
  1. 12 13
      src/map/battle.c

+ 12 - 13
src/map/battle.c

@@ -186,7 +186,7 @@ struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int
 // ƒ_??[ƒW‚Ì’x‰„
 struct delay_damage {
 	struct block_list *src;
-	int target;
+	struct block_list *target;
 	int damage;
 	int delay;
 	unsigned short distance;
@@ -199,27 +199,26 @@ struct delay_damage {
 int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
 {
 	struct delay_damage *dat = (struct delay_damage *)data;
-	struct block_list *target = map_id2bl(dat->target);
 
-	if ( target && dat && target->prev != NULL && !status_isdead(target) ) {
-		if( id == dat->src->id &&
-			target->m == dat->src->m &&
-			(target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
-			check_distance_bl(dat->src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
+	if ( dat && dat->target && dat->target->prev != NULL && !status_isdead(dat->target) ) {
+		if( dat->src && dat->src->prev != NULL && id == dat->src->id &&
+			dat->target->m == dat->src->m &&
+			(dat->target->type != BL_PC || ((TBL_PC*)dat->target)->invincible_timer == INVALID_TIMER) &&
+			check_distance_bl(dat->src, dat->target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
 		{
 			map_freeblock_lock();
-			status_fix_damage(dat->src, target, dat->damage, dat->delay);
-			if( dat->attack_type && !status_isdead(target) )
-				skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
+			status_fix_damage(dat->src, dat->target, dat->damage, dat->delay);
+			if( dat->attack_type && !status_isdead(dat->target) )
+				skill_additional_effect(dat->src,dat->target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
 			if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
-				skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
+				skill_counter_additional_effect(dat->src,dat->target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
 			map_freeblock_unlock();
 		} else if( dat->skill_id == CR_REFLECTSHIELD && !map_id2bl(id) ) {
 			/**
 			 * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
 			 **/
 			map_freeblock_lock();
-			status_fix_damage(target, target, dat->damage, dat->delay);
+			status_fix_damage(dat->target, dat->target, dat->damage, dat->delay);
 			map_freeblock_unlock();
 		}
 	}
@@ -251,7 +250,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
 	}
 	dat = ers_alloc(delay_damage_ers, struct delay_damage);
 	dat->src = src;
-	dat->target = target->id;
+	dat->target = target;
 	dat->skill_id = skill_id;
 	dat->skill_lv = skill_lv;
 	dat->attack_type = attack_type;