[duke3d in rednukem, master] Kill counter is broken

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Manuel-K
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Joined: Wed Mar 15, 2017 11:43 am

[duke3d in rednukem, master] Kill counter is broken

Post by Manuel-K »

Currently (compiled at commit f2b98f9abc80efc8932acf54d80e8470db2169c5) the kill counter in duke 3d using rednukem stays at 0. Both the optional display during gameplay and at the end of level statistics screen are affected.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: [duke3d in rednukem, master] Kill counter is broken

Post by Graf Zahl »

Fixed - and forwarded as PR to NBlood repo.
Manuel-K
Posts: 75
Joined: Wed Mar 15, 2017 11:43 am

Re: [duke3d in rednukem, master] Kill counter is broken

Post by Manuel-K »

Did you see the other change that nukeykt made? https://github.com/nukeykt/NBlood/commi ... 2212b455a7
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49130
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [duke3d in rednukem, master] Kill counter is broken

Post by Graf Zahl »

No, we must have had a close miss, when I posted the PR his wasn't there yet.
Nice coincidence.

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