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Removing knockbacks from Bowling bash and charge attack?


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src\map\skill.c

case KN_BOWLINGBASH:
case MS_BOWLINGBASH:
	if(flag&1){
		if(bl->id==skill_area_temp[1])
			break;
		//two hits for 500%
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
	} else {
		//Weirdo dual-hit property, two attacks for 500%
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
	}
	break;

and for charge attack

case KN_CHARGEATK:
	{
	bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
	unsigned int dist = distance_bl(src, bl);
	unsigned int dir = map_calc_dir(bl, src->x, src->y);

	// teleport to target (if not on WoE grounds)
	if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
		clif_slide(src, bl->x, bl->y);

	// cause damage and knockback if the path to target was a straight one
	if( path )
	{
		skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
		//skill_blown(src, bl, dist, dir, 0);
		//HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
		// make the caster look in the direction of the target
		unit_setdir(src, (dir+4)%8);
	}

Not sure if it Works.

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