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