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Players stay in environment even when dead, damage flash and fall damage fixes

Don't set m_removed on dead players (dead players are indicated by hp == 0). Local
damage flash is shown whatever the cause was (even from Lua set_hp). PlayerCAO
damage flash matches duration of local damage flash. Fall damage is dealt much more consistently (this is done by disallowing jumping when speed.Y is very negative, up to now jumping could sometimes negate fall damage)
This commit is contained in:
Kahrl 2012-01-24 00:00:26 +01:00 committed by Perttu Ahola
parent e15de8b70d
commit 88cdd3a363
8 changed files with 104 additions and 70 deletions

View file

@ -797,6 +797,8 @@ void ServerEnvironment::clearAllObjects()
i.atEnd()==false; i++)
{
ServerActiveObject* obj = i.getNode()->getValue();
if(obj->getType() == ACTIVEOBJECT_TYPE_PLAYER)
continue;
u16 id = i.getNode()->getKey();
v3f objectpos = obj->getBasePosition();
// Delete static object if block is loaded
@ -1983,16 +1985,7 @@ void ClientEnvironment::step(float dtime)
{
f32 damage_f = (info.speed - tolerance)/BS*factor;
u16 damage = (u16)(damage_f+0.5);
if(lplayer->hp > damage)
lplayer->hp -= damage;
else
lplayer->hp = 0;
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = damage;
event.player_damage.send_to_server = true;
m_client_event_queue.push_back(event);
damageLocalPlayer(damage, true);
}
}
}
@ -2022,11 +2015,7 @@ void ClientEnvironment::step(float dtime)
if(damage_per_second != 0)
{
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = damage_per_second;
event.player_damage.send_to_server = true;
m_client_event_queue.push_back(event);
damageLocalPlayer(damage_per_second, true);
}
}