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Moved (void)inflictor;s below and put scoremultiply at the top of all the damage funcs
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1 changed files with 5 additions and 6 deletions
11
src/k_kart.c
11
src/k_kart.c
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@ -1863,6 +1863,7 @@ void K_SpawnBattlePoints(player_t *source, player_t *victim, UINT8 amount)
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void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflictor, boolean trapitem)
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void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflictor, boolean trapitem)
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{
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{
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UINT8 scoremultiply = 1;
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// PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too.
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// PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too.
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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boolean force = false; // Used to check if Lua ShouldSpin should get us damaged reguardless of flashtics or heck knows what.
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boolean force = false; // Used to check if Lua ShouldSpin should get us damaged reguardless of flashtics or heck knows what.
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@ -1874,12 +1875,11 @@ void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflicto
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else if (shouldForce == 2)
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else if (shouldForce == 2)
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return;
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return;
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#else
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#else
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(void)inflictor; // in case some weirdo doesn't want Lua.
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static const boolean force = false;
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static const boolean force = false;
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(void)inflictor; // in case some weirdo doesn't want Lua.
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#endif
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#endif
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UINT8 scoremultiply = 1;
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if (!trapitem && G_BattleGametype())
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if (!trapitem && G_BattleGametype())
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{
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{
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if (K_IsPlayerWanted(player))
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if (K_IsPlayerWanted(player))
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@ -1983,6 +1983,7 @@ void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflicto
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void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor)
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void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor)
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{
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{
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UINT8 scoremultiply = 1;
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// PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too.
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// PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too.
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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boolean force = false; // Used to check if Lua ShouldSquish should get us damaged reguardless of flashtics or heck knows what.
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boolean force = false; // Used to check if Lua ShouldSquish should get us damaged reguardless of flashtics or heck knows what.
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@ -1994,11 +1995,10 @@ void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor)
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else if (shouldForce == 2)
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else if (shouldForce == 2)
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return;
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return;
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#else
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#else
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(void)inflictor; // Please stop forgetting to put inflictor in yer functions thank -Lat'
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static const boolean force = false;
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static const boolean force = false;
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(void)inflictor; // Please stop forgetting to put inflictor in yer functions thank -Lat'
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#endif
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#endif
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UINT8 scoremultiply = 1;
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if (G_BattleGametype())
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if (G_BattleGametype())
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{
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{
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if (K_IsPlayerWanted(player))
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if (K_IsPlayerWanted(player))
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@ -2099,7 +2099,7 @@ void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor)
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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
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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
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{
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{
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UINT8 scoremultiply = 1;
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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boolean force = false; // Used to check if Lua ShouldExplode should get us damaged reguardless of flashtics or heck knows what.
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boolean force = false; // Used to check if Lua ShouldExplode should get us damaged reguardless of flashtics or heck knows what.
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UINT8 shouldForce = LUAh_ShouldExplode(player, inflictor, source);
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UINT8 shouldForce = LUAh_ShouldExplode(player, inflictor, source);
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@ -2113,7 +2113,6 @@ void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor) // A b
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#else
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#else
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static const boolean force = false;
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static const boolean force = false;
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#endif
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#endif
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UINT8 scoremultiply = 1;
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if (G_BattleGametype())
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if (G_BattleGametype())
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{
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{
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if (K_IsPlayerWanted(player))
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if (K_IsPlayerWanted(player))
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