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