Surely fix the death message

This commit is contained in:
IQuant 2024-11-10 21:59:37 +03:00
parent a248aba6cc
commit 969ceae285

View file

@ -271,17 +271,13 @@ local function do_game_over(message)
GameRemoveFlagRun("ew_flag_notplayer_active") GameRemoveFlagRun("ew_flag_notplayer_active")
set_camera_free(true, ctx.my_player.entity) set_camera_free(true, ctx.my_player.entity)
async(function()
if #(EntityGetAllChildren(ctx.my_player.entity) or {}) ~= 0 then if #(EntityGetAllChildren(ctx.my_player.entity) or {}) ~= 0 then
local ent = end_poly_effect(ctx.my_player.entity) local ent = end_poly_effect(ctx.my_player.entity)
if ent ~= nil then if ent ~= nil then
polymorph.switch_entity(ent) polymorph.switch_entity(ent)
wait(1)
if ctx.my_player.entity ~= nil then if ctx.my_player.entity ~= nil then
local stat_component = EntityGetFirstComponentIncludingDisabled(ctx.my_player.entity, "GameStatsComponent")
if stat_component ~= nil then
ComponentSetValue2(stat_component, "extra_death_msg", "")
print("extra_death_msg removed")
end
local damage_model = EntityGetFirstComponentIncludingDisabled(ctx.my_player.entity, "DamageModelComponent") local damage_model = EntityGetFirstComponentIncludingDisabled(ctx.my_player.entity, "DamageModelComponent")
if damage_model ~= nil then if damage_model ~= nil then
ComponentSetValue2(damage_model, "wait_for_kill_flag_on_death", false) ComponentSetValue2(damage_model, "wait_for_kill_flag_on_death", false)
@ -294,6 +290,7 @@ local function do_game_over(message)
for _, data in pairs(ctx.players) do for _, data in pairs(ctx.players) do
EntityKill(data.entity) EntityKill(data.entity)
end end
end)
end end
function module.on_local_player_spawn(my_player) function module.on_local_player_spawn(my_player)