diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 21d70934..76d72e56 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -8602,14 +8602,15 @@ BOOLEAN KillIncompacitatedEnemyInSector( ) { // KIll...... // SANDRO - if the soldier is bleeding out, consider this damage as done by the last attacker + SoldierID usAttacker = NOBODY; if ( pTeamSoldier->ubAttackerID != NOBODY ) - pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubAttackerID, NOWHERE, 0, TRUE ); + usAttacker = pTeamSoldier->ubAttackerID; else if ( pTeamSoldier->ubPreviousAttackerID != NOBODY ) - pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubPreviousAttackerID, NOWHERE, 0, TRUE ); + usAttacker = pTeamSoldier->ubPreviousAttackerID; else if ( pTeamSoldier->ubNextToPreviousAttackerID != NOBODY ) - pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubNextToPreviousAttackerID, NOWHERE, 0, TRUE ); - else - pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE ); + usAttacker = pTeamSoldier->ubNextToPreviousAttackerID; + + pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, usAttacker, NOWHERE, 0, TRUE ); fReturnVal = TRUE; }