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K_BattleAwardHit: evaluate win condition before adding points
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1 changed files with 4 additions and 3 deletions
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@ -3769,13 +3769,14 @@ void K_BattleAwardHit(player_t *player, player_t *victim, mobj_t *inflictor, UIN
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}
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}
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}
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}
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P_AddPlayerScore(player, points);
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// Check this before adding to player score
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K_SpawnBattlePoints(player, victim, points);
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if ((gametyperules & GTR_BUMPERS) && finishOff && g_pointlimit <= player->roundscore)
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if ((gametyperules & GTR_BUMPERS) && finishOff && g_pointlimit <= player->roundscore)
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{
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{
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P_DoAllPlayersExit(0, false);
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P_DoAllPlayersExit(0, false);
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}
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}
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P_AddPlayerScore(player, points);
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K_SpawnBattlePoints(player, victim, points);
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}
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}
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void K_SpinPlayer(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 type)
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void K_SpinPlayer(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 type)
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