in
int skill_unit_move_sub(struct block_list* bl, va_list ap)
search for:
//bool dissonance;
//dissonance = skill_dance_switch(unit, 0);
if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
{ //Non-dualmode unit skills with a timer don't trigger when walking, so just return
if( dissonance ) {
skill_dance_switch(unit, 1);
skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
}
return 0;
}
insert:
if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
{ //Non-dualmode unit skills with a timer don't trigger when walking, so just return
if( dissonance ) skill_dance_switch(unit, 1);
return 0;
}
or:
if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
{ //Non-dualmode unit skills with a timer don't trigger when walking, so just return
// if( dissonance ) {
// skill_dance_switch(unit, 1);
// skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
// }
return 0;
}