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Reverted the previous change to OnTouch not triggering for invisible chars.
While this is the official behavior for OnTouch (as opposed to OnTouch2 which we don't have), this change would break npcs that assume you can't just walk past them cloaked.
If there is a real need for implementing this behavior in the future, it should be done in a backwards-compatible way if possible (although, inverting the meaning of OnTouch/OnTouch2 would cause a lot of confusion).

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14096 54d463be-8e91-2dee-dedb-b68131a5f0ec

ultramage vor 15 Jahren
Ursprung
Commit
fa2f34ed86
2 geänderte Dateien mit 3 neuen und 3 gelöschten Zeilen
  1. 1 0
      Changelog-Trunk.txt
  2. 2 3
      src/map/npc.c

+ 1 - 0
Changelog-Trunk.txt

@@ -4,6 +4,7 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
 09/10/24
+	* Reverted the previous change to OnTouch not triggering for invisible chars [ultramage]
 	* 'OnTouch' script shouldn't trigger when you are invisible.(same as warps) [Inkfish]
 	* Fixed character doesn't stop walking when walking into OnTouch area of an NPC who doesn't have an OnTouch label. [Inkfish]
 09/10/18

+ 2 - 3
src/map/npc.c

@@ -776,9 +776,6 @@ int npc_touch_areanpc(struct map_session_data* sd, int m, int x, int y)
 	if(sd->npc_id)
 		return 1;
 
-	if (sd->sc.option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
-		return 0;
-
 	for(i=0;i<map[m].npc_num;i++)
 	{
 		if (map[m].npc[i]->sc.option&OPTION_INVISIBLE) {
@@ -810,6 +807,8 @@ int npc_touch_areanpc(struct map_session_data* sd, int m, int x, int y)
 	}
 	switch(map[m].npc[i]->subtype) {
 		case WARP:
+			if (sd->sc.option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
+				break; // hidden chars cannot use warps
 			pc_setpos(sd,map[m].npc[i]->u.warp.mapindex,map[m].npc[i]->u.warp.x,map[m].npc[i]->u.warp.y,0);
 			break;
 		case SCRIPT: