cleanly decide it to drop a hoard orb depending on wether we were killed by ourselves, en enemy or team-mate without any ugly and unreliable hacks

This commit is contained in:
zicodxx 2012-06-08 01:41:31 +02:00
parent f449e24d69
commit d910fd0e7c
3 changed files with 13 additions and 24 deletions

View file

@ -1,5 +1,9 @@
D2X-Rebirth Changelog
20120608
--------
main/multi.c, main/object.c: cleanly decide it to drop a hoard orb depending on wether we were killed by ourselves, en enemy or team-mate without any ugly and unreliable hacks
20120601
--------
main/kconfig.c, main/kconfig.h, main/menu.c, main/playsave.c, main/playsave.h: Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressed

View file

@ -638,7 +638,6 @@ multi_sort_kill_list(void)
}
extern object *obj_find_first_of_type (int);
char Multi_killed_yourself=0;
void multi_compute_kill(int killer, int killed)
{
@ -651,8 +650,6 @@ void multi_compute_kill(int killer, int killed)
char killed_name[(CALLSIGN_LEN*2)+4];
char killer_name[(CALLSIGN_LEN*2)+4];
Multi_killed_yourself=0;
// Both object numbers are localized already!
if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
@ -761,7 +758,6 @@ void multi_compute_kill(int killer, int killed)
if (killer_pnum == Player_num)
{
HUD_init_message(HM_MULTI, "%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
Multi_killed_yourself=1;
multi_add_lifetime_killed();
}
else
@ -822,14 +818,6 @@ void multi_compute_kill(int killer, int killed)
if (Newdemo_state == ND_STATE_RECORDING && !( Game_mode & GM_BOUNTY ) )
newdemo_record_multi_kill(killer_pnum, 1);
}
else
{
if (Game_mode & GM_TEAM)
{
if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
Multi_killed_yourself=1;
}
}
kill_matrix[killer_pnum][killed_pnum] += 1;
Players[killed_pnum].net_killed_total += 1;

View file

@ -1663,8 +1663,6 @@ void dead_player_frame(void)
time_dead = 0;
}
extern char Multi_killed_yourself;
// ------------------------------------------------------------------------------------------------------------------
void start_player_death_sequence(object *player)
{
@ -1687,17 +1685,16 @@ void start_player_death_sequence(object *player)
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
multi_send_kill(Players[Player_num].objnum);
// If Hoard, increase number of orbs by 1
// Only if you haven't killed yourself
// This prevents cheating
int killer_pnum = Player_num;
if (Players[Player_num].killer_objnum > 0 && Players[Player_num].killer_objnum < Highest_object_index)
killer_pnum = Objects[Players[Player_num].killer_objnum].id;
// If Hoard, increase number of orbs by 1. Only if you haven't killed yourself. This prevents cheating
if (Game_mode & GM_HOARD)
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12)
if (!Multi_killed_yourself)
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12)
if (!(Players[Player_num].killer_objnum == Players[Player_num].objnum || ((Game_mode & GM_TEAM) && get_team(Player_num) == get_team(killer_pnum))))
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
multi_send_kill(Players[Player_num].objnum);
}
#endif