Ignore lifetime kills/killed in cooperative games
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@ -516,8 +516,10 @@ void multi_send_guided_info (vobjptr_t miss,char);
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void multi_send_orb_bonus(playernum_t pnum);
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void multi_send_got_orb(playernum_t pnum);
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void multi_send_effect_blowup(segnum_t segnum, int side, const vms_vector &pnt);
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#endif
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#ifndef RELEASE
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void multi_add_lifetime_kills(void);
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#endif
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#endif
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void multi_send_bounty( void );
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void multi_consistency_error(int reset);
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@ -572,8 +574,6 @@ extern int Network_player_added;
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extern array<array<uint16_t, MAX_PLAYERS>, MAX_PLAYERS> kill_matrix;
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extern array<int16_t, 2> team_kills;
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extern int multi_goto_secret;
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extern ushort my_segments_checksum;
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//do we draw the kill list on the HUD?
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@ -108,12 +108,16 @@ static void multi_send_gmode_update();
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static void multi_send_quit();
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static void multi_process_data(playernum_t pnum, const ubyte *dat, uint_fast32_t type);
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#if !(!defined(RELEASE) && defined(DXX_BUILD_DESCENT_II))
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static void multi_add_lifetime_kills();
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#endif
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//
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// Global variables
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//
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int multi_protocol=0; // set and determinate used protocol
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int imulti_new_game=0; // to prep stuff for level only when starting new game
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static int imulti_new_game; // to prep stuff for level only when starting new game
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//do we draw the kill list on the HUD?
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int Show_kill_list = 1;
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@ -131,7 +135,7 @@ int Bounty_target = 0;
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array<msgsend_state_t, MAX_PLAYERS> multi_sending_message;
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int multi_defining_message = 0;
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int multi_message_index = 0;
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static int multi_message_index;
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ubyte multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
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@ -145,7 +149,7 @@ int Network_status = 0;
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ntstring<MAX_MESSAGE_LEN - 1> Network_message;
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int Network_message_reciever=-1;
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static array<unsigned, MAX_PLAYERS> sorted_kills;
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int multi_goto_secret = 0;
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static int multi_goto_secret;
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array<array<uint16_t, MAX_PLAYERS>, MAX_PLAYERS> kill_matrix;
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array<int16_t, 2> team_kills;
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int multi_quit_game = 0;
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@ -785,10 +789,6 @@ static void multi_compute_kill(const objptridx_t killer, const vobjptridx_t kill
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Players[killer_pnum].net_kills_total++;
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Players[killer_pnum].KillGoalCount++;
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/* Record the kill in a demo */
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if( Newdemo_state == ND_STATE_RECORDING )
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newdemo_record_multi_kill( killer_pnum, 1 );
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/* If the target died, the new one is set! */
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if( killed_pnum == Bounty_target )
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multi_new_bounty_target( killer_pnum );
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@ -800,7 +800,7 @@ static void multi_compute_kill(const objptridx_t killer, const vobjptridx_t kill
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Players[killer_pnum].KillGoalCount+=1;
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}
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if (Newdemo_state == ND_STATE_RECORDING && !( Game_mode & GM_BOUNTY ) )
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_multi_kill(killer_pnum, 1);
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}
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@ -808,9 +808,13 @@ static void multi_compute_kill(const objptridx_t killer, const vobjptridx_t kill
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Players[killed_pnum].net_killed_total += 1;
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if (killer_pnum == Player_num) {
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HUD_init_message(HM_MULTI, "%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
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multi_add_lifetime_kills();
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if ((Game_mode & GM_MULTI_COOP) && (get_local_player().score >= 1000))
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add_points_to_score(-1000);
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if (Game_mode & GM_MULTI_COOP)
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{
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const auto local_player_score = get_local_player().score;
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add_points_to_score(local_player_score >= 1000 ? -1000 : -local_player_score);
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}
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else
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multi_add_lifetime_kills();
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}
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else if (killed_pnum == Player_num)
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{
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@ -4564,6 +4568,9 @@ void multi_add_lifetime_killed ()
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if (!(Game_mode & GM_NETWORK))
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return;
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if (Game_mode & GM_MULTI_COOP)
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return;
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oldrank=GetMyNetRanking();
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PlayerCfg.NetlifeKilled++;
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