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Send Player HP when setHP (or a setHP caller) is called instead of looping and testing the state change.

This commit is contained in:
Loic Blot 2015-03-02 17:31:31 +01:00
parent 056e8f7839
commit 64ff966bae
6 changed files with 54 additions and 42 deletions

View file

@ -208,8 +208,26 @@ int ObjectRef::l_punch(lua_State *L)
time_from_last_punch = lua_tonumber(L, 3);
ToolCapabilities toolcap = read_tool_capabilities(L, 4);
dir.normalize();
s16 src_original_hp = co->getHP();
s16 dst_origin_hp = puncher->getHP();
// Do it
co->punch(dir, &toolcap, puncher, time_from_last_punch);
// If the punched is a player, and its HP changed
if (src_original_hp != co->getHP() &&
co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendPlayerHPOrDie(((PlayerSAO*)co)->getPeerID(),
co->getHP() == 0);
}
// If the puncher is a player, and its HP changed
if (dst_origin_hp != puncher->getHP() &&
puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendPlayerHPOrDie(((PlayerSAO*)puncher)->getPeerID(),
puncher->getHP() == 0);
}
return 0;
}
@ -243,6 +261,9 @@ int ObjectRef::l_set_hp(lua_State *L)
<<" hp="<<hp<<std::endl;*/
// Do it
co->setHP(hp);
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendPlayerHPOrDie(((PlayerSAO*)co)->getPeerID(), co->getHP() == 0);
}
// Return
return 0;
}