Here's a small fix for the Onekill mode.
Open ActionMoverMsg.cpp, look function :
Code:
int CActionMover::ProcessActMsg1( CMover* pMover, OBJMSG dwMsg, i
Code:
#ifdef __WORLDSERVER
if( m_dwAtkFlags == 0 )
{
if( pMover->GetAttackResult( pHitObj, dwOption ) )
m_dwAtkFlags = AF_GENERIC;
else
m_dwAtkFlags = AF_MISS;
}
#else
m_dwAtkFlags = AF_GENERIC;
#endif
Code:
#ifdef __WORLDSERVER
if( m_dwAtkFlags == 0 )
{
#ifdef __FIX_ONEKILL
if( pMover->IsMode( ONEKILL_MODE ) && !pMover->IsAuthHigher( AUTH_GAMEMASTER ) )
{
m_dwAtkFlags = AF_MISS;
}
else
{
#endif// __FIX_ONEKILL
if( pMover->GetAttackResult( pHitObj, dwOption ) )
m_dwAtkFlags = AF_GENERIC;
else
m_dwAtkFlags = AF_MISS;
#ifdef __FIX_ONEKILL
}
#endif// __FIX_ONEKILL
}
#else
m_dwAtkFlags = AF_GENERIC;
#endif
Code:
#define __FIX_ONEKILL






