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Partial revert of 01f61cf

Reverts unintentional renaming of a variable
Lemongrass3110 hace 5 años
padre
commit
930f52e31f
Se han modificado 1 ficheros con 77 adiciones y 77 borrados
  1. 77 77
      src/map/status.cpp

+ 77 - 77
src/map/status.cpp

@@ -8519,7 +8519,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 	struct status_change_entry* sce;
 	struct status_data *status;
 	struct view_data *vd;
-	int opt_flag, calc_flag, undead_flag, val_flag = 0, t_tickime = 0;
+	int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
 	bool sc_isnew = true;
 
 	nullpo_ret(bl);
@@ -9593,7 +9593,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			clif_emotion(bl, ET_SWEAT);
 			break;
 		case SC_MAXIMIZEPOWER:
-			t_tickime = val2 = tick>0?tick:60000;
+			tick_time = val2 = tick>0?tick:60000;
 			tick = INFINITE_TICK; // Duration sent to the client should be infinite
 			break;
 		case SC_EDP:
@@ -9771,7 +9771,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 				clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
 			val1|= (val3<<16);
 			val3 = tick/1000; // Tick duration
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			break;
 		case SC_LONGING:
 			val2 = 500-100*val1; // Aspd penalty.
@@ -9826,15 +9826,15 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_TOXIN:
 		case SC_MAGICMUSHROOM:
 		case SC_LEECHESEND:
-			t_tickime = status_get_sc_interval(type);
-			val4 = tick-t_tickime; // Remaining time
+			tick_time = status_get_sc_interval(type);
+			val4 = tick-tick_time; // Remaining time
 			break;
 
 		case SC_PYREXIA:
 			//Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
 			status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
-			t_tickime = status_get_sc_interval(type);
-			val4 = tick-t_tickime; // Remaining time
+			tick_time = status_get_sc_interval(type);
+			val4 = tick-tick_time; // Remaining time
 			break;
 
 		case SC_CONFUSION:
@@ -9850,7 +9850,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			if( val2 < 1 ) val2 = 1;
 			if( (val4 = tick/(val2 * 1000)) < 1 )
 				val4 = 1;
-			t_tickime = val2 * 1000; // [GodLesZ] tick time
+			tick_time = val2 * 1000; // [GodLesZ] tick time
 			break;
 		case SC_BOSSMAPINFO:
 			if( sd != NULL ) {
@@ -9861,13 +9861,13 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 					return 0;
 				}
 				val1 = boss_md->bl.id;
-				t_tickime = 1000; // [GodLesZ] tick time
-				val4 = tick / t_tickime;
+				tick_time = 1000; // [GodLesZ] tick time
+				val4 = tick / tick_time;
 			}
 			break;
 		case SC_HIDING:
 			val2 = tick/1000;
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			val3 = 0; // Unused, previously speed adjustment
 			val4 = val1+3; // Seconds before SP substraction happen.
 			break;
@@ -9882,7 +9882,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_CLOAKING:
 			if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
 				val1 = 10;
-			t_tickime = val2 = tick>0?tick:60000; // SP consumption rate.
+			tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
 			tick = INFINITE_TICK; // Duration sent to the client should be infinite
 			val3 = 0; // Unused, previously walk speed adjustment
 			// val4&1 signals the presence of a wall.
@@ -9898,7 +9898,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_SIGHTBLASTER:
 			val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
 			val2 = tick/20;
-			t_tickime = 20; // [GodLesZ] tick time
+			tick_time = 20; // [GodLesZ] tick time
 			break;
 
 		case SC_AUTOGUARD:
@@ -9947,8 +9947,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 				clif_sitting(&sd->bl);
 			}
 			val2 = 12; // SP cost
-			t_tickime = 10000; // Decrease at 10secs intervals.
-			val3 = tick / t_tickime;
+			tick_time = 10000; // Decrease at 10secs intervals.
+			val3 = tick / tick_time;
 			tick = INFINITE_TICK; // Duration sent to the client should be infinite
 			break;
 		case SC_PARRYING:
@@ -9974,13 +9974,13 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
 			if (!val4) val4 = 10000; // Val4 holds damage interval
 			val3 = tick/val4; // val3 holds skill duration
-			t_tickime = val4; // [GodLesZ] tick time
+			tick_time = val4; // [GodLesZ] tick time
 			break;
 
 		case SC_GOSPEL:
 			if(val4 == BCT_SELF) {	// Self effect
 				val2 = tick/10000;
-				t_tickime = 10000; // [GodLesZ] tick time
+				tick_time = 10000; // [GodLesZ] tick time
 				status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
 			}
 			break;
@@ -10442,7 +10442,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
  			break;
 		case SC_ABUNDANCE:
 			val4 = tick / 10000;
-			t_tickime = 10000; // [GodLesZ] tick time
+			tick_time = 10000; // [GodLesZ] tick time
 			break;
 		case SC_GIANTGROWTH:
 			val2 = 15; // Double damage success rate.
@@ -10451,7 +10451,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		/* Arch Bishop */
 		case SC_RENOVATIO:
 			val4 = tick / 5000;
-			t_tickime = 5000;
+			tick_time = 5000;
 			break;
 		case SC_SECRAMENT:
 			val2 = 10 * val1;
@@ -10462,11 +10462,11 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_WEAPONBLOCKING:
 			val2 = 10 + 2 * val1; // Chance
 			val4 = tick / 5000;
-			t_tickime = 5000; // [GodLesZ] tick time
+			tick_time = 5000; // [GodLesZ] tick time
 			break;
 		case SC_OBLIVIONCURSE:
 			val4 = tick / 3000;
-			t_tickime = 3000; // [GodLesZ] tick time
+			tick_time = 3000; // [GodLesZ] tick time
 			break;
 		case SC_CLOAKINGEXCEED:
 			val2 = (val1 + 1) / 2; // Hits
@@ -10475,7 +10475,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 				val4 |= battle_config.pc_cloak_check_type&7;
 			else
 				val4 |= battle_config.monster_cloak_check_type&7;
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			break;
 		case SC_HALLUCINATIONWALK:
 			val2 = 50 * val1; // Evasion rate of physical attacks. Flee
@@ -10490,7 +10490,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			break;
 		case SC_FREEZE_SP:
 			// val2 = sp drain per 10 seconds
-			t_tickime = 10000; // [GodLesZ] tick time
+			tick_time = 10000; // [GodLesZ] tick time
 			break;
 		case SC_SPHERE_1:
 		case SC_SPHERE_2:
@@ -10502,7 +10502,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			val4 = tick / 1000;
 			if( val4 < 1 )
 				val4 = 1;
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			break;
 		case SC_SHAPESHIFT:
 			switch( val1 ) {
@@ -10517,7 +10517,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			val4 = tick / 1000;
 			if( val4 < 1 )
 				val4 = 1;
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			break;
 		case SC_MEIKYOUSISUI:
 			val2 = val1 * 2; // % HP each sec
@@ -10525,11 +10525,11 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			val4 = tick / 1000;
 			if( val4 < 1 )
 				val4 = 1;
-			t_tickime = 1000;
+			tick_time = 1000;
 			break;
 		case SC_CAMOUFLAGE:
 			val4 = tick/1000;
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			break;
 		case SC_WUGDASH:
 		{
@@ -10547,7 +10547,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 				if( s_sd )
 					s_sd->shadowform_id = bl->id;
 				val4 = tick / 1000;
-				t_tickime = 1000; // [GodLesZ] tick time
+				tick_time = 1000; // [GodLesZ] tick time
 			}
 			break;
 		case SC__STRIPACCESSORY:
@@ -10559,7 +10559,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			val3 = 20 * val1; // CRITICAL
 			val4 = tick / 1000;
 			tick = INFINITE_TICK; // Duration sent to the client should be infinite
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			break;
 		case SC__ENERVATION:
 			val2 = 20 + 10 * val1; // ATK Reduction
@@ -10619,16 +10619,16 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			// val2 = watk bonus already calc
 			val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
 			val4 = tick / 1000;
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			break;
 		case SC_WARMER:
 			val4 = tick / 3000;
 			tick = INFINITE_TICK; // Duration sent to the client should be infinite
-			t_tickime = 3000;
+			tick_time = 3000;
 			break;
 		case SC_BLOODSUCKER:
 			val4 = tick / 1000;
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			break;
 		case SC_SWINGDANCE:
 			val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
@@ -10648,28 +10648,28 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			break;
 		case SC_VOICEOFSIREN:
 			val4 = tick / 2000;
-			t_tickime = 2000; // [GodLesZ] tick time
+			tick_time = 2000; // [GodLesZ] tick time
 			break;
 		case SC_DEEPSLEEP:
 			val4 = tick / 2000;
-			t_tickime = 2000; // [GodLesZ] tick time
+			tick_time = 2000; // [GodLesZ] tick time
 			break;
 		case SC_SIRCLEOFNATURE:
 			val2 = 40 * val1; // HP recovery
 			val3 = 4 * val1;	// SP consume
 			val4 = tick / 1000;
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			break;
 		case SC_SONGOFMANA:
 			val3 = 10 + min(5 * val2, 35);
 			val4 = tick/5000;
-			t_tickime = 5000; // [GodLesZ] tick time
+			tick_time = 5000; // [GodLesZ] tick time
 			break;
 		case SC_SATURDAYNIGHTFEVER:
 			if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
 			if (!val4) val4 = 3000;
 			val3 = tick/val4;
-			t_tickime = val4; // [GodLesZ] tick time
+			tick_time = val4; // [GodLesZ] tick time
 			break;
 		case SC_GLOOMYDAY:
 			val2 = 20 + 5 * val1; // Flee reduction.
@@ -10702,7 +10702,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_MELODYOFSINK:
 			val3 = val1 * val2; // INT Reduction.
 			val4 = tick/1000;
-			t_tickime = 1000;
+			tick_time = 1000;
 			break;
 		case SC_BEYONDOFWARCRY:
 			val3 = val1 * val2; // STR and CRIT Reduction
@@ -10720,13 +10720,13 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			val2 = 15 + 5 * val1; // Reflect amount
 			val3 = val1*5 + 25; // Number of reflects
 			val4 = tick/1000; // Number of SP cycles (duration)
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			break;
 		case SC_FORCEOFVANGUARD:
 			val2 = 8 + 12 * val1; // Chance
 			val3 = 5 + 2 * val1; // Max rage counters
 			tick = INFINITE_TICK; // Endless duration in the client
-			t_tickime = 10000; // [GodLesZ] tick time
+			tick_time = 10000; // [GodLesZ] tick time
 			break;
 		case SC_EXEEDBREAK:
 			val2 = 150 * val1;
@@ -10744,17 +10744,17 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			break;
 		case SC_BANDING:
 			val2 = (sd ? skill_banding_count(sd) : 1);
-			t_tickime = 5000; // [GodLesZ] tick time
+			tick_time = 5000; // [GodLesZ] tick time
 			break;
 		case SC_MAGNETICFIELD:
 			val3 = tick / 1000;
-			t_tickime = 1000; // [GodLesZ] tick time
+			tick_time = 1000; // [GodLesZ] tick time
 			break;
 		case SC_INSPIRATION:
 			val2 = (sd?sd->status.job_level:50);
 			val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
 			val4 = tick / 5000;
-			t_tickime = 5000; // [GodLesZ] tick time
+			tick_time = 5000; // [GodLesZ] tick time
 			status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
 			break;
 		case SC_CRESCENTELBOW:
@@ -10765,7 +10765,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			break;
 		case SC_RAISINGDRAGON:
 			val3 = tick / 5000;
-			t_tickime = 5000; // [GodLesZ] tick time
+			tick_time = 5000; // [GodLesZ] tick time
 			break;
 		case SC_GT_ENERGYGAIN:
 			val2 = 10 + 5 * val1; // Sphere gain chance.
@@ -10833,7 +10833,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			val2 = 300;
 			break;
 		case SC_WATER_SCREEN_OPTION:
-			t_tickime = 10000;
+			tick_time = 10000;
 			break;
 		case SC_FIRE_CLOAK_OPTION:
 		case SC_WATER_DROP_OPTION:
@@ -10867,7 +10867,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_SOLID_SKIN:
 			val2 += 5;
 			val3 += 1000;
-			t_tickime = val3; // [GodLesZ] tick time
+			tick_time = val3; // [GodLesZ] tick time
 			break;
 		case SC_WATER_BARRIER:
 			val2 = 30; // Reductions. Atk2 and Flee1
@@ -10887,16 +10887,16 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_TEARGAS:
 			val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
 			val4 = tick / 2000;
-			t_tickime = 2000;
+			tick_time = 2000;
 			break;
 		case SC_TEARGAS_SOB:
 			val4 = tick / 3000;
-			t_tickime = 3000;
+			tick_time = 3000;
 			break;
 		case SC_STOMACHACHE:
 			val2 = 8; // SP consume.
 			val4 = tick / 10000;
-			t_tickime = 10000; // [GodLesZ] tick time
+			tick_time = 10000; // [GodLesZ] tick time
 			break;
 		case SC_PROMOTE_HEALTH_RESERCH:
 			//val1: 1 = Regular Potion, 2 = Thrown Potion
@@ -10927,7 +10927,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_KAGEMUSYA:
 			val2 = tick/1000;
 			val3 = val1 * 2;
-			t_tickime = 1000;
+			tick_time = 1000;
 			break;
 		case SC_ZANGETSU:
 			if( status_get_hp(bl) % 2 == 0 )
@@ -10963,7 +10963,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			val2 = 50 + 20 * val1; // atk bonus
 			val3 = 40 + 20 * val1; // Flee reduction.
 			val4 = tick/1000; // hp/sp reduction timer
-			t_tickime = 1000;
+			tick_time = 1000;
 			break;
 		case SC_GOLDENE_FERSE:
 			val2 = 10 + 10*val1; // flee bonus
@@ -11027,18 +11027,18 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_FULL_THROTTLE:
 			val2 = ( val1 == 1 ? 6 : 6 - val1 );
 			val3 = 20; //+% AllStats
-			t_tickime = 1000;
-			val4 = tick / t_tickime;
+			tick_time = 1000;
+			val4 = tick / tick_time;
 			break;
 		case SC_REBOUND:
-			t_tickime = 2000;
-			val4 = tick / t_tickime;
+			tick_time = 2000;
+			val4 = tick / tick_time;
 			clif_emotion(bl, ET_SWEAT);
 			break;
 		case SC_KINGS_GRACE:
 			val2 = 3 + val1; //HP Recover rate
-			t_tickime = 1000;
-			val4 = tick / t_tickime;
+			tick_time = 1000;
+			val4 = tick / tick_time;
 			break;
 		case SC_TELEKINESIS_INTENSE:
 			val2 = 10 * val1; // sp consum / casttime reduc %
@@ -11051,8 +11051,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_FRIGG_SONG:
 			val2 = 5 * val1; // maxhp bonus
 			val3 = 80 + 20 * val1; // healing
-			t_tickime = 1000;
-			val4 = tick / t_tickime;
+			tick_time = 1000;
+			val4 = tick / tick_time;
 			break;
 		case SC_FLASHCOMBO:
 			val2 = 20 * val1 + 20; // atk bonus
@@ -11088,19 +11088,19 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_OVERHEAT:
 		case SC_OVERHEAT_LIMITPOINT:
 		case SC_STEALTHFIELD:
-			t_tickime = tick;
+			tick_time = tick;
 			tick = INFINITE_TICK;
 			break;
 		case SC_STEALTHFIELD_MASTER:
-			t_tickime = val3 = 2000 + 1000 * val1;
-			val4 = tick / t_tickime;
+			tick_time = val3 = 2000 + 1000 * val1;
+			val4 = tick / tick_time;
 			break;
 		case SC_VACUUM_EXTREME:
 			// Suck target at n second, only if the n second is lower than the duration
 			// Doesn't apply to BL_PC
 			if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status_has_mode(status,MD_CANMOVE)) {
-				t_tickime = val4;
-				val4 = tick - t_tickime;
+				tick_time = val4;
+				val4 = tick - tick_time;
 			}
 			else
 				val4 = 0;
@@ -11109,8 +11109,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		case SC_WATER_INSIGNIA:
 		case SC_WIND_INSIGNIA:
 		case SC_EARTH_INSIGNIA:
-			t_tickime = 5000;
-			val4 = tick / t_tickime;
+			tick_time = 5000;
+			val4 = tick / tick_time;
 			break;
 		case SC_NEUTRALBARRIER:
 			val2 = 10 + val1 * 5; // Def/Mdef
@@ -11128,7 +11128,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			val3 = 10; // -10 flee
 			//Start timer to send mark on mini map
 			val4 = tick/1000;
-			t_tickime = 1000; // Sends every 1 seconds
+			tick_time = 1000; // Sends every 1 seconds
 			break;
 		case SC_H_MINE:
 			val2 = src->id;
@@ -11172,8 +11172,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 				const struct status_data *b_status = status_get_base_status(src); // Base Status
 
 				val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
-				t_tickime = 1000;
-				val4 = tick / t_tickime;
+				tick_time = 1000;
+				val4 = tick / tick_time;
 			}
 			break;
 		case SC_ARCLOUSEDASH:
@@ -11220,8 +11220,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 					if (pc_checkskill(sd, SU_SPIRITOFSEA))
 						val2 *= 2; // Doubles HP
 				}
-				t_tickime = 10000 - ((val1 - 1) * 1000);
-				val4 = tick / t_tickime;
+				tick_time = 10000 - ((val1 - 1) * 1000);
+				val4 = tick / tick_time;
 			}
 			break;
 		case SC_TUNAPARTY:
@@ -11250,8 +11250,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			break;
 		case SC_DORAM_BUF_01:
 		case SC_DORAM_BUF_02:
-			t_tickime = 10000; // every 10 seconds
-			if( (val4 = tick/t_tickime) < 1 )
+			tick_time = 10000; // every 10 seconds
+			if( (val4 = tick/tick_time) < 1 )
 				val4 = 1;
 			break;
 
@@ -11315,8 +11315,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			case SC_MAGICMUSHROOM:
 			case SC_PYREXIA:
 			case SC_LEECHESEND:
-				t_tickime = tick;
-				tick = t_tickime + max(val4,0);
+				tick_time = tick;
+				tick = tick_time + max(val4,0);
 				break;
 			case SC_SWORDCLAN:
 			case SC_ARCWANDCLAN:
@@ -11727,8 +11727,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 		clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
 
 	// Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
-	if( t_tickime )
-		tick = t_tickime;
+	if( tick_time )
+		tick = tick_time;
 
 	// Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
 	if((sce=sc->data[type])) { // reuse old sc