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Immediate smoke puff when a normal entity is punched to death

This commit is contained in:
Perttu Ahola 2012-03-10 01:38:48 +02:00
parent 989aba1966
commit f9da2c9507
12 changed files with 286 additions and 34 deletions

View file

@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "utility.h" // For IntervalLimiter
#include "itemdef.h"
#include "tool.h"
#include "content_cso.h"
class Settings;
struct ToolCapabilities;
@ -538,6 +539,7 @@ void ItemCAO::initialize(const std::string &data)
class LuaEntityCAO : public ClientActiveObject
{
private:
scene::ISceneManager *m_smgr;
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_meshnode;
scene::IBillboardSceneNode *m_spritenode;
@ -562,6 +564,7 @@ private:
public:
LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject(0, gamedef, env),
m_smgr(NULL),
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
m_meshnode(NULL),
m_spritenode(NULL),
@ -646,6 +649,8 @@ public:
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr)
{
m_smgr = smgr;
if(m_meshnode != NULL || m_spritenode != NULL)
return;
@ -701,15 +706,16 @@ public:
void updateLight(u8 light_at_pos)
{
bool is_visible = (m_hp != 0);
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
if(m_meshnode){
setMeshColor(m_meshnode->getMesh(), color);
m_meshnode->setVisible(true);
m_meshnode->setVisible(is_visible);
}
if(m_spritenode){
m_spritenode->setColor(color);
m_spritenode->setVisible(true);
m_spritenode->setVisible(is_visible);
}
}
@ -947,12 +953,19 @@ public:
if(result.did_punch && result.damage != 0)
{
if(result.damage < m_hp)
if(result.damage < m_hp){
m_hp -= result.damage;
else
} else {
m_hp = 0;
// TODO: Execute defined fast response
// As there is no definition, make a smoke puff
ClientSimpleObject *simple = createSmokePuff(
m_smgr, m_env, m_position,
m_prop->visual_size * BS);
m_env->addSimpleObject(simple);
}
// TODO: Execute defined fast response
// I guess flashing is fine as of now
// Flashing shall suffice as there is no definition
updateTextures("^[brighten");
m_reset_textures_timer = 0.1;
}