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Remove redundant on_dieplayer calls

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savilli 2021-08-28 12:14:16 +02:00 committed by GitHub
parent 1d69a23ba4
commit 3f1adb49ae
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5 changed files with 3 additions and 40 deletions

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@ -167,7 +167,6 @@ void PlayerSAO::step(float dtime, bool send_recommended)
if (m_breath == 0) {
PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
setHP(m_hp - c.drowning, reason);
m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
}
}
}
@ -216,7 +215,6 @@ void PlayerSAO::step(float dtime, bool send_recommended)
s32 newhp = (s32)m_hp - (s32)damage_per_second;
PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
setHP(newhp, reason);
m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
}
}
@ -491,6 +489,8 @@ void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
// Update properties on death
if ((hp == 0) != (oldhp == 0))
m_properties_sent = false;
m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
}
void PlayerSAO::setBreath(const u16 breath, bool send)