SERVER: PHD Flopper fix#159
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nzp-team/nzportable#1363 Fix ready for testing
Fixed comment typo
Changed the perk damage type to other for easier detection
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Sorry if it causes any problems, but I had to change the damage type of the perk :) |
Says on the tin, implemented a new damage type for to fix this bug without compatibility problems with other weapons
| #define DMG_SCORE_GRENADE 50 // Death by Grenade. | ||
| #define DMG_SCORE_EXPLOSIVE 60 // Death by Explosive Weapon. | ||
| #define DMG_SCORE_TESLA 50 // Death by Tesla. | ||
| #define DMG_SCORE_FLOPPER 50 // Death by PhD Flopper |
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Gamemode_Festive_ScoreForDamage will need modified to add support for this type and return 90 points.
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Understood
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| void(entity attacker, float death_style) Gamemode_GunGame_DieHandler = |
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Flopper isn't a guaranteed kill in the later rounds. Do you get points awarded for non-killing PhD damage too?
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No, it does not currently. Should it be that way?
MotoLegacy
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Left a couple comments. Would you also mind adding some unit tests to test_score.qc to make sure we always return 0 for PhD Flopper damage/kills in Gun Game, and 90 for kills in Festive? And update Test_AddScore_DamageTypes to reflect your new type?
Feel free to ask for help on this.
MotoLegacy
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Still missing the required additional unit tests I asked for to for your new behaviors. Otherwise LGTM.
For clarity's sake
Description of Changes
SERVER: Possible fix for PHD flopper explosions contributing to gun game scores, and thus wrongly upgrading tiers.
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