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Fix FM patches not dealing damage unless invulnerable
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@ -871,9 +871,6 @@ void MobManager::dealGooDamage(CNSocket *sock, int amount) {
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sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
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sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
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sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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amount = 0;
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if (plr->iConditionBitFlag & CSB_BIT_PROTECT_INFECTION) {
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if (plr->iConditionBitFlag & CSB_BIT_PROTECT_INFECTION) {
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amount = -2; // -2 is the magic number for "Protected" to appear as the damage number
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amount = -2; // -2 is the magic number for "Protected" to appear as the damage number
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dmg->bProtected = 1;
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dmg->bProtected = 1;
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@ -926,7 +923,8 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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continue;
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continue;
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// fm patch/lake damage
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// fm patch/lake damage
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if (plr->iConditionBitFlag & CSB_BIT_INFECTION)
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if ((plr->iConditionBitFlag & CSB_BIT_INFECTION)
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&& !(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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dealGooDamage(sock, PC_MAXHEALTH(plr->level) * 3 / 20);
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dealGooDamage(sock, PC_MAXHEALTH(plr->level) * 3 / 20);
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// heal
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// heal
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