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Add bouncy node group

This commit is contained in:
Perttu Ahola 2012-09-01 12:58:37 +03:00
parent b17d3e7ad7
commit 3b43c69df4
5 changed files with 104 additions and 39 deletions

View file

@ -2033,25 +2033,26 @@ void ClientEnvironment::step(float dtime)
i = player_collisions.begin();
i != player_collisions.end(); i++)
{
f32 pre_factor = 1; // 1 hp per node/s
f32 tolerance = BS*14; // 5 without damage
f32 post_factor = 1; // 1 hp per node/s
CollisionInfo &info = *i;
if(info.t == COLLISION_FALL)
if(info.type == COLLISION_NODE)
{
//f32 tolerance = BS*10; // 2 without damage
//f32 tolerance = BS*12; // 3 without damage
f32 tolerance = BS*14; // 5 without damage
f32 factor = 1;
const ContentFeatures &f = m_gamedef->ndef()->
get(m_map->getNodeNoEx(lplayer->getStandingNodePos()));
get(m_map->getNodeNoEx(info.node_p));
// Determine fall damage multiplier
int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
info.speed *= (1.0 + (float)addp/100.0);
if(info.speed > tolerance)
{
f32 damage_f = (info.speed - tolerance)/BS*factor;
u16 damage = (u16)(damage_f+0.5);
if(damage != 0)
damageLocalPlayer(damage, true);
}
pre_factor = 1.0 + (float)addp/100.0;
}
float speed = (info.new_speed - info.old_speed).getLength();
speed *= pre_factor;
if(speed > tolerance)
{
f32 damage_f = (speed - tolerance)/BS * post_factor;
u16 damage = (u16)(damage_f+0.5);
if(damage != 0)
damageLocalPlayer(damage, true);
}
}