Refactor kill name preparation

This commit is contained in:
Kp 2014-07-05 03:32:08 +00:00
parent 9fa292c36d
commit 7e7c85ac94

View file

@ -592,6 +592,17 @@ multi_sort_kill_list(void)
char Multi_killed_yourself=0;
static const char *prepare_kill_name(unsigned pnum, char (&buf)[(CALLSIGN_LEN*2)+4])
{
if (Game_mode & GM_TEAM)
{
snprintf(buf, sizeof(buf), "%s (%s)", Players[pnum].callsign, Netgame.team_name[get_team(pnum)]);
return buf;
}
else
return Players[pnum].callsign;
}
static void multi_compute_kill(int killer, int killed)
{
// Figure out the results of a network kills and add it to the
@ -600,8 +611,6 @@ static void multi_compute_kill(int killer, int killed)
int killed_pnum, killed_type;
int killer_pnum, killer_type;
int TheGoal;
char killed_name[(CALLSIGN_LEN*2)+4];
char killer_name[(CALLSIGN_LEN*2)+4];
// Both object numbers are localized already!
@ -627,10 +636,8 @@ static void multi_compute_kill(int killer, int killed)
Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
if (Game_mode & GM_TEAM)
sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
else
sprintf(killed_name, "%s", Players[killed_pnum].callsign);
char killed_buf[(CALLSIGN_LEN*2)+4];
const char *killed_name = prepare_kill_name(killed_pnum, killed_buf);
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_death(killed_pnum);
@ -687,10 +694,8 @@ static void multi_compute_kill(int killer, int killed)
killer_pnum = get_player_id(&Objects[killer]);
if (Game_mode & GM_TEAM)
sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
else
sprintf(killer_name, "%s", Players[killer_pnum].callsign);
char killer_buf[(CALLSIGN_LEN*2)+4];
const char *killer_name = prepare_kill_name(killer_pnum, killer_buf);
// Beyond this point, it was definitely a player-player kill situation