Moved (void)inflictor;s below and put scoremultiply at the top of all the damage funcs

This commit is contained in:
Latapostrophe 2018-11-28 19:50:30 +01:00
parent 5660e3fccd
commit 54a7e65ff6

View file

@ -1863,6 +1863,7 @@ void K_SpawnBattlePoints(player_t *source, player_t *victim, UINT8 amount)
void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflictor, boolean trapitem)
{
UINT8 scoremultiply = 1;
// PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too.
#ifdef HAVE_BLUA
boolean force = false; // Used to check if Lua ShouldSpin should get us damaged reguardless of flashtics or heck knows what.
@ -1874,12 +1875,11 @@ void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflicto
else if (shouldForce == 2)
return;
#else
(void)inflictor; // in case some weirdo doesn't want Lua.
static const boolean force = false;
(void)inflictor; // in case some weirdo doesn't want Lua.
#endif
UINT8 scoremultiply = 1;
if (!trapitem && G_BattleGametype())
{
if (K_IsPlayerWanted(player))
@ -1983,6 +1983,7 @@ void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflicto
void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor)
{
UINT8 scoremultiply = 1;
// PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too.
#ifdef HAVE_BLUA
boolean force = false; // Used to check if Lua ShouldSquish should get us damaged reguardless of flashtics or heck knows what.
@ -1994,11 +1995,10 @@ void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor)
else if (shouldForce == 2)
return;
#else
(void)inflictor; // Please stop forgetting to put inflictor in yer functions thank -Lat'
static const boolean force = false;
(void)inflictor; // Please stop forgetting to put inflictor in yer functions thank -Lat'
#endif
UINT8 scoremultiply = 1;
if (G_BattleGametype())
{
if (K_IsPlayerWanted(player))
@ -2099,7 +2099,7 @@ void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor)
void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor) // A bit of a hack, we just throw the player up higher here and extend their spinout timer
{
UINT8 scoremultiply = 1;
#ifdef HAVE_BLUA
boolean force = false; // Used to check if Lua ShouldExplode should get us damaged reguardless of flashtics or heck knows what.
UINT8 shouldForce = LUAh_ShouldExplode(player, inflictor, source);
@ -2113,7 +2113,6 @@ void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor) // A b
#else
static const boolean force = false;
#endif
UINT8 scoremultiply = 1;
if (G_BattleGametype())
{
if (K_IsPlayerWanted(player))