Use team_kills in team games
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@ -618,7 +618,6 @@ static void multi_compute_kill(const objptridx_t killer, const vobjptridx_t kill
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// appropriate player's tally.
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playernum_t killed_pnum, killer_pnum;
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int TheGoal;
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// Both object numbers are localized already!
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@ -812,11 +811,13 @@ static void multi_compute_kill(const objptridx_t killer, const vobjptridx_t kill
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HUD_init_message(HM_MULTI, "%s %s %s!", killer_name, TXT_KILLED, killed_name);
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}
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TheGoal=Netgame.KillGoal*5;
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if (Netgame.KillGoal>0)
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{
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if (Players[killer_pnum].KillGoalCount>=TheGoal)
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const auto TheGoal = Netgame.KillGoal * 5;
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if (((Game_mode & GM_TEAM)
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? Players[killer_pnum].KillGoalCount
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: team_kills[get_team(killer_pnum)]
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) >= TheGoal)
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{
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if (killer_pnum==Player_num)
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{
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@ -824,7 +825,10 @@ static void multi_compute_kill(const objptridx_t killer, const vobjptridx_t kill
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get_local_player().shields=i2f(200);
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}
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else
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HUD_init_message(HM_MULTI, "%s has reached the kill goal!", static_cast<const char *>(Players[killer_pnum].callsign));
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{
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char buf[(CALLSIGN_LEN*2)+4];
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HUD_init_message(HM_MULTI, "%s has reached the kill goal!", prepare_kill_name(killer_pnum, buf));
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}
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HUD_init_message_literal(HM_MULTI, "The control center has been destroyed!");
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net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
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