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- Fixed: Any kill in multiplayer games that could not be credited to a player
didn't count at all - not even toward the global level statistics. - ...and removed it again. It was not an accident. The only reason the PowerupGiver had its own RespawnTics was to account for the pickup flash delay. But that is better handled by checking the flag and adding the additional 30 tics in AInventory::Hide because then it affects all items that have one - and only those. The AT_GAME_SET function didn't work anyway because it was called after parsing DECORATE. SVN r253 (trunk)
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3 changed files with 13 additions and 12 deletions
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@ -1,3 +1,13 @@
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July 14, 2006 (Changes by Graf Zahl)
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- Fixed: Any kill in multiplayer games that could not be credited to a player
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didn't count at all - not even toward the global level statistics.
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- ...and removed it again. It was not an accident. The only reason the PowerupGiver
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had its own RespawnTics was to account for the pickup flash delay.
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But that is better handled by checking the flag and adding the additional 30
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tics in AInventory::Hide because then it affects all items that have one -
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and only those. The AT_GAME_SET function didn't work anyway because it was
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called after parsing DECORATE.
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July 13, 2006
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- Restored the PowerupGiver AT_GAME_SET function. I assume its removal was an
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accident from merging in Grubber's custom player classes.
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@ -1092,16 +1092,6 @@ IMPLEMENT_STATELESS_ACTOR (APowerupGiver, Any, -1, 0)
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PROP_Inventory_PickupSound ("misc/p_pkup")
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END_DEFAULTS
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AT_GAME_SET(PowerupGiver)
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{
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APowerupGiver * giver = GetDefault<APowerupGiver>();
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if (gameinfo.gametype & GAME_Raven)
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{
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giver->RespawnTics = 1400+30;
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}
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}
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//===========================================================================
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//
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// AInventory :: DoRespawn
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@ -394,12 +394,14 @@ void AActor::Die (AActor *source, AActor *inflictor)
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special = 0;
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}
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if (CountsAsKill())
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level.killed_monsters++;
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if (source && source->player)
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{
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if (CountsAsKill())
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{ // count for intermission
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source->player->killcount++;
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level.killed_monsters++;
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}
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// Don't count any frags at level start, because they're just telefrags
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@ -543,7 +545,6 @@ void AActor::Die (AActor *source, AActor *inflictor)
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// count all monster deaths,
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// even those caused by other monsters
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players[0].killcount++;
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level.killed_monsters++;
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}
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if (player)
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