Decrease personal score when killing multi buddy and don't increment towards kill goal; Killing off some old externs on which I don't wanna waste an extra commit
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@ -1,5 +1,9 @@
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D2X-Rebirth Changelog
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D2X-Rebirth Changelog
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20130119
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--------
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main/multi.c, main/multi.h, main/gamecntl.c: Decrease personal score when killing multi buddy and don't increment towards kill goal; Killing off some old externs on which I don't wanna waste an extra commit
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20130117
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20130117
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--------
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--------
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main/render.c: Fix click-selection in the editor for OpenGL implementations that insist on point blending
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main/render.c: Fix click-selection in the editor for OpenGL implementations that insist on point blending
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@ -483,9 +483,6 @@ int do_game_pause()
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return 0 /*key*/; // Keycode returning ripped out (kreatordxx)
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return 0 /*key*/; // Keycode returning ripped out (kreatordxx)
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}
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}
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extern char *RankStrings[];
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extern int PhallicLimit,PhallicMan;
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int HandleEndlevelKey(int key)
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int HandleEndlevelKey(int key)
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{
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{
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switch (key)
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switch (key)
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10
main/multi.c
10
main/multi.c
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@ -782,12 +782,18 @@ void multi_compute_kill(int killer, int killed)
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if (Game_mode & GM_TEAM)
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if (Game_mode & GM_TEAM)
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{
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{
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if (get_team(killed_pnum) == get_team(killer_pnum))
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if (get_team(killed_pnum) == get_team(killer_pnum))
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{
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team_kills[get_team(killed_pnum)] -= 1;
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team_kills[get_team(killed_pnum)] -= 1;
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Players[killer_pnum].net_kills_total -= 1;
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}
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else
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else
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{
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team_kills[get_team(killer_pnum)] += 1;
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team_kills[get_team(killer_pnum)] += 1;
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Players[killer_pnum].net_kills_total += 1;
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Players[killer_pnum].KillGoalCount +=1;
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}
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}
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}
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else if( Game_mode & GM_BOUNTY )
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if( Game_mode & GM_BOUNTY )
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{
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{
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/* Did the target die? Did the target get a kill? */
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/* Did the target die? Did the target get a kill? */
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if( killed_pnum == Bounty_target || killer_pnum == Bounty_target )
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if( killed_pnum == Bounty_target || killer_pnum == Bounty_target )
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@ -60,7 +60,7 @@ extern int multi_protocol; // set and determinate used protocol
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#define MULTI_PROTO_UDP 1 // UDP protocol
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#define MULTI_PROTO_UDP 1 // UDP protocol
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// What version of the multiplayer protocol is this? Increment each time something drastic changes in Multiplayer without the version number changes. Can be reset to 0 each time the version of the game changes
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// What version of the multiplayer protocol is this? Increment each time something drastic changes in Multiplayer without the version number changes. Can be reset to 0 each time the version of the game changes
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#define MULTI_PROTO_VERSION 3
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#define MULTI_PROTO_VERSION 5
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// PROTOCOL VARIABLES AND DEFINES - END
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// PROTOCOL VARIABLES AND DEFINES - END
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