- In P_PoisonPlayer(), keep track of the source as the poisoner, so you can get accurate kill

accounting. Also, if the poisoner is a missile, remembering it is pretty pointless, since it's
  likely to be gone before the player ever dies from the poison.

SVN r4040 (trunk)
This commit is contained in:
Randy Heit 2013-01-25 02:35:11 +00:00
parent ea81d3638d
commit 47cb2ad6bc
1 changed files with 5 additions and 1 deletions

View File

@ -1511,6 +1511,10 @@ bool AActor::OkayToSwitchTarget (AActor *other)
//
// P_PoisonPlayer - Sets up all data concerning poisoning
//
// poisoner is the object directly responsible for poisoning the player,
// such as a missile. source is the actor responsible for creating the
// poisoner.
//
//==========================================================================
bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
@ -1526,7 +1530,7 @@ bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poi
if (poison > 0)
{
player->poisoncount += poison;
player->poisoner = poisoner;
player->poisoner = source;
if (poisoner == NULL)
{
player->poisontype = player->poisonpaintype = NAME_None;