Accessed None 'Killer' fix

This commit is contained in:
Shtoyan 2022-01-20 22:23:07 +04:00
parent 3247720a46
commit 692b66b9a6

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@ -536,16 +536,22 @@ simulated function NonRelevantSpeedupTick(float deltaTime){
SetGroundSpeed(GetOriginalGroundSpeed());
}
}
// Kill zed if it has been bleeding long enough
simulated function BleedOutTick(float deltaTick){
if(Role < ROLE_Authority || !bDecapitated) return;
if(BleedOutTime <= 0 || Level.TimeSeconds < BleedOutTime) return;
if(LastDamagedBy != none)
Died(LastDamagedBy.Controller, class'DamTypeBleedOut', Location);
else
Died(none, class'DamTypeBleedOut', Location);
BleedOutTime = 0;
simulated function BleedOutTick(float deltaTick)
{
if (Role < ROLE_Authority || !bDecapitated)
return;
if (BleedOutTime <= 0 || Level.TimeSeconds < BleedOutTime)
return;
if (LastDamagedBy != none)
Died(LastDamagedBy.Controller, class'DamTypeBleedOut', Location);
// else we can say we killed ourselves, none -> self
else
Died(self, class'DamTypeBleedOut', Location);
BleedOutTime = 0;
}
// FX-stuff TWI did in the tick, unchanged
simulated function TWIFXTick(float deltaTime){
if(Level.netMode == NM_DedicatedServer) return;