diff --git a/src/k_kart.c b/src/k_kart.c index e806defa8..a40d4838b 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -1863,6 +1863,7 @@ void K_SpawnBattlePoints(player_t *source, player_t *victim, UINT8 amount) void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflictor, boolean trapitem) { + UINT8 scoremultiply = 1; // PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too. #ifdef HAVE_BLUA boolean force = false; // Used to check if Lua ShouldSpin should get us damaged reguardless of flashtics or heck knows what. @@ -1874,12 +1875,11 @@ void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflicto else if (shouldForce == 2) return; #else - (void)inflictor; // in case some weirdo doesn't want Lua. static const boolean force = false; + (void)inflictor; // in case some weirdo doesn't want Lua. #endif - UINT8 scoremultiply = 1; if (!trapitem && G_BattleGametype()) { if (K_IsPlayerWanted(player)) @@ -1983,6 +1983,7 @@ void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflicto void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor) { + UINT8 scoremultiply = 1; // PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too. #ifdef HAVE_BLUA boolean force = false; // Used to check if Lua ShouldSquish should get us damaged reguardless of flashtics or heck knows what. @@ -1994,11 +1995,10 @@ void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor) else if (shouldForce == 2) return; #else - (void)inflictor; // Please stop forgetting to put inflictor in yer functions thank -Lat' static const boolean force = false; + (void)inflictor; // Please stop forgetting to put inflictor in yer functions thank -Lat' #endif - UINT8 scoremultiply = 1; if (G_BattleGametype()) { if (K_IsPlayerWanted(player)) @@ -2099,7 +2099,7 @@ void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor) void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor) // A bit of a hack, we just throw the player up higher here and extend their spinout timer { - + UINT8 scoremultiply = 1; #ifdef HAVE_BLUA boolean force = false; // Used to check if Lua ShouldExplode should get us damaged reguardless of flashtics or heck knows what. UINT8 shouldForce = LUAh_ShouldExplode(player, inflictor, source); @@ -2113,7 +2113,6 @@ void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor) // A b #else static const boolean force = false; #endif - UINT8 scoremultiply = 1; if (G_BattleGametype()) { if (K_IsPlayerWanted(player))