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- 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)
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1 changed files with 5 additions and 1 deletions
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@ -1511,6 +1511,10 @@ bool AActor::OkayToSwitchTarget (AActor *other)
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//
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//
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// P_PoisonPlayer - Sets up all data concerning poisoning
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// P_PoisonPlayer - Sets up all data concerning poisoning
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//
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//
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// poisoner is the object directly responsible for poisoning the player,
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// such as a missile. source is the actor responsible for creating the
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// poisoner.
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//
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//==========================================================================
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//==========================================================================
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bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
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bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
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@ -1526,7 +1530,7 @@ bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poi
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if (poison > 0)
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if (poison > 0)
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{
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{
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player->poisoncount += poison;
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player->poisoncount += poison;
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player->poisoner = poisoner;
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player->poisoner = source;
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if (poisoner == NULL)
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if (poisoner == NULL)
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{
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{
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player->poisontype = player->poisonpaintype = NAME_None;
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player->poisontype = player->poisonpaintype = NAME_None;
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