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Use the new Player::isDead function when it's the case

This commit is contained in:
Loic Blot 2015-03-13 08:57:19 +01:00
parent 7c19933a8c
commit 4e63c977c7
3 changed files with 13 additions and 7 deletions

View file

@ -556,7 +556,9 @@ void Server::handleCommand_PlayerPos(NetworkPacket* pkt)
}
// If player is dead we don't care of this packet
if (player->hp == 0) {
if (player->isDead()) {
verbosestream << "TOSERVER_PLAYERPOS: " << player->getName()
<< " is dead. Ignoring packet";
return;
}
@ -921,6 +923,8 @@ void Server::handleCommand_Breath(NetworkPacket* pkt)
* He is dead !
*/
if (player->isDead()) {
verbosestream << "TOSERVER_BREATH: " << player->getName()
<< " is dead. Ignoring packet";
return;
}
@ -1051,7 +1055,7 @@ void Server::handleCommand_Respawn(NetworkPacket* pkt)
return;
}
if (player->hp != 0 || !g_settings->getBool("enable_damage"))
if (!player->isDead() || !g_settings->getBool("enable_damage"))
return;
RespawnPlayer(pkt->getPeerId());
@ -1108,9 +1112,9 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
return;
}
if (player->hp == 0) {
if (player->isDead()) {
verbosestream << "TOSERVER_INTERACT: " << player->getName()
<< " tried to interact, but is dead!" << std::endl;
<< " is dead. Ignoring packet";
return;
}