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else if (!netgame && (target->flags & MF_COUNTKILL) ) |
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{ |
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// count all monster deaths, |
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// even those caused by other monsters |
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players[0].killcount++; |
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} |
Since the above code does only attribute kills to player 1 in singleplayer when playing cooperative multiplayer kills get "lost" to infighting and indirect kills (monsters shooting barrels).
This affects the both level stats and tally screen when doing UV Max co-op runs - making them a little unpleasant QoL-wise.
It would be preferable to have kills always be attributed to a player (or have an option to at least force this behavior). What's your thoughts about this?
I don't know how original executables attributed those.
PrBoom+/DSDA-Doom attribute kills to the last enemy of the dying object if it was a player or the first player who is still ingame otherwise.
https://github.com/coelckers/prboom-plus/blob/e08f129f557cae6e529d8f9ff151750a2345a16a/prboom2/src/p_inter.c#L704-L723
Demo (solo-net) showing the behavior: infight-tally-00000.lmp (2:18 min, all kills @ 1:30)
crispy-doom/src/doom/p_inter.c
Lines 736 to 741 in 2cbcd0c
Since the above code does only attribute kills to player 1 in singleplayer when playing cooperative multiplayer kills get "lost" to infighting and indirect kills (monsters shooting barrels).
This affects the both level stats and tally screen when doing UV Max co-op runs - making them a little unpleasant QoL-wise.
It would be preferable to have kills always be attributed to a player (or have an option to at least force this behavior). What's your thoughts about this?
I don't know how original executables attributed those.
PrBoom+/DSDA-Doom attribute kills to the last enemy of the dying object if it was a player or the first player who is still ingame otherwise.
https://github.com/coelckers/prboom-plus/blob/e08f129f557cae6e529d8f9ff151750a2345a16a/prboom2/src/p_inter.c#L704-L723
Demo (solo-net) showing the behavior: infight-tally-00000.lmp (2:18 min, all kills @ 1:30)