From fec5f8ee505a32f133941ef5c6cd40f75f876b28 Mon Sep 17 00:00:00 2001 From: Kamron Batman <3953314+kamronbatman@users.noreply.github.com> Date: Sun, 25 May 2025 22:06:26 -0700 Subject: [PATCH] fix: Fixes decaying kill on disconnect (#2199) --- .../Engines/Player Murder System/PlayerMurderSystem.cs | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/Projects/UOContent/Engines/Player Murder System/PlayerMurderSystem.cs b/Projects/UOContent/Engines/Player Murder System/PlayerMurderSystem.cs index 5415c298a..5fb39a4d8 100644 --- a/Projects/UOContent/Engines/Player Murder System/PlayerMurderSystem.cs +++ b/Projects/UOContent/Engines/Player Murder System/PlayerMurderSystem.cs @@ -106,8 +106,8 @@ public class PlayerMurderSystem : GenericPersistence return; } + context.DecayKills(); _contextTerms.Remove(context); - UpdateMurderContext(context); if (pm.Kills <= 0 && context.ShortTermMurders <= 0) { @@ -172,6 +172,8 @@ public class PlayerMurderSystem : GenericPersistence { var context = GetOrCreateMurderContext(player); context.ShortTermMurders = shortTermMurders; + + context.ResetKillTime(); UpdateMurderContext(context); } @@ -181,13 +183,13 @@ public class PlayerMurderSystem : GenericPersistence context.ShortTermMurders++; player.Kills++; + context.ResetKillTime(); UpdateMurderContext(context); } private static void UpdateMurderContext(MurderContext context) { var player = context.Player; - context.ResetKillTime(); if (!context.CheckStart()) {