Skip to content

Commit

Permalink
Remove DiscardInventory call in MushMatch.Killed
Browse files Browse the repository at this point in the history
Fixes behaviour of Piñata and similar mutators, which use the inventory
linked list on ScoreKill, which will be empty if DiscardInventory is
called in the GameInfo's Killed overload function (which it shouldn't
be, anyways - at least it isn't in DeathMatchPlus.Killed!).
  • Loading branch information
wallabra committed Feb 3, 2024
1 parent 332c56d commit e38b101
Show file tree
Hide file tree
Showing 3 changed files with 2 additions and 3 deletions.
2 changes: 0 additions & 2 deletions Classes/MushMatch.uc
Original file line number Diff line number Diff line change
Expand Up @@ -360,8 +360,6 @@ function Killed(Pawn Killer, Pawn Other, name DamageType)
hMom = vect(0,0,0);
dmg = 32767;

DiscardInventory(Other);

if (Killer != None && Killer.bIsPlayer) {
LastTauntTime = Level.TimeSeconds + 6; // auto-taunts also make it easy to spot killers, disable momentarily
}
Expand Down
2 changes: 1 addition & 1 deletion buildconfig.sh
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
export name="Mush Match"
export package=MushMatch
export version=1.3.5-pre3
export build=20240601
export build=20240602
export debug=1
export makeint=1
export incl_readme=1
Expand Down
1 change: 1 addition & 0 deletions latest-changes.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,3 +3,4 @@
Implemented changes in Mush Match **v1.3.5** listed below.

* Make special weapons (Sporifier, Beacon Launcher) only self-destruct if not owned.
* Fix behaviour with Piñata-esque mutators that use the Inventory linked list on ScoreKill

0 comments on commit e38b101

Please sign in to comment.