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path: root/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
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Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut')
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut12
1 files changed, 7 insertions, 5 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
index ddf8cd8d2..13f0f75f0 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
@@ -670,14 +670,16 @@ void function CleanUpEntitiesForRoundEnd()
if ( IsAlive( player ) )
player.Die( svGlobal.worldspawn, svGlobal.worldspawn, { damageSourceId = eDamageSourceId.round_end } )
-
- if ( IsAlive( player.GetPetTitan() ) )
- player.GetPetTitan().Destroy()
}
foreach ( entity npc in GetNPCArray() )
- if ( IsValid( npc ) )
- npc.Destroy() // need this because getnpcarray includes the pettitans we just killed at this point
+ {
+ if ( !IsValid( npc ) )
+ continue
+
+ // kill rather than destroy, as destroying will cause issues with children which is an issue especially for dropships and titans
+ npc.Die( svGlobal.worldspawn, svGlobal.worldspawn, { damageSourceId = eDamageSourceId.round_end } )
+ }
// destroy weapons
ClearDroppedWeapons()