Merge pull request #352 from KayenEQ/Development

Fix for range procs
This commit is contained in:
KayenEQ 2015-01-28 23:54:38 -05:00
commit dd980ab8ad

View File

@ -857,7 +857,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
if (IsClient()){ if (IsClient()){
_RangeWeapon = CastToClient()->m_inv[MainRange]; _RangeWeapon = CastToClient()->m_inv[MainRange];
if (_RangeWeapon && !_RangeWeapon->GetItem() && _RangeWeapon->GetItem()->ID == range_id) if (_RangeWeapon && _RangeWeapon->GetItem() && _RangeWeapon->GetItem()->ID == range_id)
RangeWeapon = _RangeWeapon; RangeWeapon = _RangeWeapon;
_Ammo = CastToClient()->m_inv[AmmoSlot]; _Ammo = CastToClient()->m_inv[AmmoSlot];
@ -996,7 +996,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
} }
if (LaunchProjectile) if (LaunchProjectile)
return;//Shouldn't reach this point, but just in case. return;//Shouldn't reach this point durring initial launch phase, but just in case.
//Weapon Proc //Weapon Proc
if(RangeWeapon && other && !other->HasDied()) if(RangeWeapon && other && !other->HasDied())