- added damage type specific extreme death and extreme crash states. Order of labels is 'Death.extreme.damagetype' ('XDeath.damagetype') and 'Crash.extreme.damagetype'.

- fixed: Damage of type 'extreme' did not get recorded as an extreme death for the mugshot code.
- changed: extreme deaths now only get recorded when an extreme death state was actually used, to ensure that the crash state being used is the correct one associated with the death state.
This commit is contained in:
Christoph Oelckers 2013-07-01 11:02:35 +02:00
commit 7e6a5c1448
2 changed files with 56 additions and 15 deletions

View file

@ -5922,7 +5922,15 @@ void AActor::Crash()
if (DamageType != NAME_None)
{
crashstate = FindState(NAME_Crash, DamageType, true);
if (health < GibHealth())
{ // Extreme death
FName labels[] = { NAME_Crash, NAME_Extreme, DamageType };
crashstate = FindState (3, labels, true);
}
if (crashstate == NULL)
{ // Normal death
crashstate = FindState(NAME_Crash, DamageType, true);
}
}
if (crashstate == NULL)
{