diff --git a/src/game/actions.cc b/src/game/actions.cc index deb0d42..5804b17 100644 --- a/src/game/actions.cc +++ b/src/game/actions.cc @@ -189,28 +189,33 @@ static int pick_death(Object* attacker, Object* defender, int damage, int damage } } - if ((anim == ANIM_THROW_PUNCH - || anim == ANIM_KICK_LEG - || anim == ANIM_THRUST_ANIM - || anim == ANIM_SWING_ANIM - || anim == ANIM_THROW_ANIM) - && violence_level == VIOLENCE_LEVEL_MAXIMUM_BLOOD - && has_bloody_mess) { - death_anim = ANIM_BIG_HOLE; - } else if (anim == ANIM_FIRE_SINGLE - && damage_type == DAMAGE_TYPE_NORMAL - && violence_level == VIOLENCE_LEVEL_MAXIMUM_BLOOD - && (has_bloody_mess || damage >= 45)) { - death_anim = ANIM_BIG_HOLE; - } else if (violence_level > VIOLENCE_LEVEL_NORMAL && (has_bloody_mess || damage >= 45)) { - death_anim = death_3[damage_type]; - if (check_death(defender, death_anim, VIOLENCE_LEVEL_MAXIMUM_BLOOD, hit_from_front) != death_anim) { - death_anim = death_2[damage_type]; + if (anim == ANIM_THROW_PUNCH + || anim == ANIM_KICK_LEG + || anim == ANIM_THRUST_ANIM + || anim == ANIM_SWING_ANIM + || anim == ANIM_THROW_ANIM) { + if (violence_level == VIOLENCE_LEVEL_MAXIMUM_BLOOD && has_bloody_mess) { + death_anim = ANIM_BIG_HOLE; + } else { + death_anim = ANIM_FALL_BACK; + } + } else if (anim == ANIM_FIRE_SINGLE && damage_type == DAMAGE_TYPE_NORMAL) { + if (violence_level == VIOLENCE_LEVEL_MAXIMUM_BLOOD && (has_bloody_mess || damage >= 45)) { + death_anim = ANIM_BIG_HOLE; + } else { + death_anim = ANIM_FALL_BACK; } - } else if (violence_level > VIOLENCE_LEVEL_MINIMAL && (has_bloody_mess || damage >= 15)) { - death_anim = death_2[damage_type]; } else { - death_anim = ANIM_FALL_BACK; + if (violence_level > VIOLENCE_LEVEL_NORMAL && (has_bloody_mess || damage >= 45)) { + death_anim = death_3[damage_type]; + if (check_death(defender, death_anim, VIOLENCE_LEVEL_MAXIMUM_BLOOD, hit_from_front) != death_anim) { + death_anim = death_2[damage_type]; + } + } else if (violence_level > VIOLENCE_LEVEL_MINIMAL && (has_bloody_mess || damage >= 15)) { + death_anim = death_2[damage_type]; + } else { + death_anim = ANIM_FALL_BACK; + } } if (!hit_from_front && death_anim == ANIM_FALL_BACK) {