Scoring credits a kill to player who hit the same unit before it spawned (#1905) (#1907)

Co-authored-by: Mr.Alien <124381209+MrAlien753@users.noreply.github.com>
This commit is contained in:
Thomas 2023-02-04 21:50:17 +01:00 committed by GitHub
parent 23091ff851
commit 54a1ea9f56
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@ -875,6 +875,7 @@ function SCORING:OnEventBirth( Event )
if Event.IniUnit then
if Event.IniObjectCategory == 1 then
local PlayerName = Event.IniUnit:GetPlayerName()
Event.IniUnit.BirthTime = timer.getTime()
if PlayerName then
self:_AddPlayerFromUnit( Event.IniUnit )
self:SetScoringMenu( Event.IniGroup )
@ -1211,7 +1212,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
local Destroyed = false
-- What is the player destroying?
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 then -- Was there a hit for this unit for this player before registered???
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 and (TargetUnit.BirthTime == nil or Player.Hit[TargetCategory][TargetUnitName].TimeStamp > TargetUnit.BirthTime) then -- Was there a hit for this unit for this player before registered???
local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel
local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType