forked from github/server
fix a crash where wolves have not enough firce
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c070d999a3
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03f74f0a47
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@ -795,30 +795,32 @@ int sp_wolfhowl(fighter * fi, int level, double power, spell * sp)
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attrib *a;
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attrib *a;
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message *msg;
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message *msg;
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int force = (int)(get_force(power, 3) / 2);
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int force = (int)(get_force(power, 3) / 2);
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unit *u =
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const race * rc = new_race[RC_WOLF];
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create_unit(r, mage->faction, force, new_race[RC_WOLF], 0, NULL, mage);
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if (force>0) {
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unused(sp);
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unit *u =
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create_unit(r, mage->faction, force, rc, 0, NULL, mage);
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unused(sp);
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leave(u, true);
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leave(u, true);
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setstatus(u, ST_FIGHT);
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setstatus(u, ST_FIGHT);
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set_level(u, SK_WEAPONLESS, (int)(power / 3));
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set_level(u, SK_WEAPONLESS, (int)(power / 3));
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set_level(u, SK_STAMINA, (int)(power / 3));
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set_level(u, SK_STAMINA, (int)(power / 3));
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u->hp = u->number * unit_max_hp(u);
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u->hp = u->number * unit_max_hp(u);
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if (fval(mage, UFL_ANON_FACTION)) {
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fset(u, UFL_ANON_FACTION);
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}
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if (fval(mage, UFL_ANON_FACTION)) {
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a = a_new(&at_unitdissolve);
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fset(u, UFL_ANON_FACTION);
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a->data.ca[0] = 0;
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a->data.ca[1] = 100;
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a_add(&u->attribs, a);
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make_fighter(b, u, fi->side, is_attacker(fi));
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}
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}
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a = a_new(&at_unitdissolve);
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a->data.ca[0] = 0;
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a->data.ca[1] = 100;
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a_add(&u->attribs, a);
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make_fighter(b, u, fi->side, is_attacker(fi));
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msg =
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msg =
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msg_message("sp_wolfhowl_effect", "mage amount race", mage, u->number,
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msg_message("sp_wolfhowl_effect", "mage amount race", mage, force, rc);
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u->race);
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message_all(b, msg);
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message_all(b, msg);
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msg_release(msg);
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msg_release(msg);
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