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Group "immortal" also protects players from damage

Document new meaning of immortal=1 for players

Disable breathing if player is immortal

Hide builtin statbars if player immortal (delayed)

Co-authored-by: ClobberXD <ClobberXD@gmail.com>
This commit is contained in:
Wuzzy 2019-02-21 00:36:17 +01:00 committed by sfan5
parent 3296952ae5
commit ec3142af99
5 changed files with 25 additions and 19 deletions

View file

@ -134,7 +134,7 @@ void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
m_armor_groups_sent = false;
}
const ItemGroupList &UnitSAO::getArmorGroups()
const ItemGroupList &UnitSAO::getArmorGroups() const
{
return m_armor_groups;
}
@ -1015,14 +1015,14 @@ void PlayerSAO::step(float dtime, bool send_recommended)
}
}
if (m_breathing_interval.step(dtime, 0.5f)) {
if (m_breathing_interval.step(dtime, 0.5f) && !isImmortal()) {
// Get nose/mouth position, approximate with eye position
v3s16 p = floatToInt(getEyePosition(), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
// If player is alive & no drowning & not in ignore, breathe
if (m_breath < m_prop.breath_max &&
c.drowning == 0 && n.getContent() != CONTENT_IGNORE && m_hp > 0)
// If player is alive & not drowning & not in ignore & not immortal, breathe
if (m_breath < m_prop.breath_max && c.drowning == 0 &&
n.getContent() != CONTENT_IGNORE && m_hp > 0)
setBreath(m_breath + 1);
}
@ -1069,6 +1069,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
m_env->getScriptIface()->player_event(this, "properties_changed");
}
// If attached, check that our parent is still there. If it isn't, detach.
@ -1287,8 +1288,8 @@ int PlayerSAO::punch(v3f dir,
FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
// No effect if PvP disabled
if (!g_settings->getBool("enable_pvp")) {
// No effect if PvP disabled or if immortal
if (isImmortal() || !g_settings->getBool("enable_pvp")) {
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
std::string str = gob_cmd_punched(getHP());
// create message and add to list