mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- 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:
parent
ea81d3638d
commit
47cb2ad6bc
1 changed files with 5 additions and 1 deletions
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue