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tr2/skidoo: use common approach to kill enemies
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This treats killing enemies with the skidoo as though they were shot
down, so that statistics can remain accurate. It also means that monks
will become angry if one is run over.

Resolves LostArtefacts#1772.
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lahm86 committed Nov 2, 2024
1 parent 78e60c2 commit 04d75ac
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Showing 3 changed files with 4 additions and 2 deletions.
1 change: 1 addition & 0 deletions docs/tr2/CHANGELOG.md
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Expand Up @@ -56,6 +56,7 @@
- fixed the dragon counting as more than one kill if allowed to revive (#1771)
- fixed a crash when firing grenades at Xian guards in statue form (#1561)
- fixed harpoon bolts damaging inactive enemies (#1804)
- fixed enemies that are run over by the skidoo not being counted in the statistics (#1772)

## [0.5](https://github.com/LostArtefacts/TRX/compare/afaf12a...tr2-0.5) - 2024-10-08
- added `/sfx` command
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1 change: 1 addition & 0 deletions docs/tr2/README.md
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Expand Up @@ -38,6 +38,7 @@ decompilation process. We recognize that there is much work to be done.

#### Statistics
- fixed the dragon counting as more than one kill if allowed to revive
- fixed enemies that are run over by the skidoo not being counted in the statistics

#### Visuals

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4 changes: 2 additions & 2 deletions src/tr2/decomp/skidoo.c
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Expand Up @@ -136,11 +136,11 @@ static bool M_CheckBaddieCollision(ITEM *const item, ITEM *const skidoo)
if (item->current_anim_state == TRAP_ACTIVATE) {
Lara_TakeDamage(100, true);
}
} else {
} else if (object->intelligent && item->status == IS_ACTIVE) {
DoLotsOfBlood(
item->pos.x, skidoo->pos.y - STEP_L, item->pos.z, skidoo->speed,
skidoo->rot.y, item->room_num, 3);
item->hit_points = 0;
Gun_HitTarget(item, NULL, item->hit_points);
}
return true;
}
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