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authorKahrl <kahrl@gmx.net>2012-01-24 00:00:26 +0100
committerPerttu Ahola <celeron55@gmail.com>2012-02-05 12:06:55 +0200
commit88cdd3a363668cfb2fd07b5381cce29738aed0bf (patch)
tree445cfa71f50e87045b44c7674dc3f3eacf9b2e15 /src/player.cpp
parente15de8b70dc13e24aefca7fdd2a17be5f150ae49 (diff)
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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)
Diffstat (limited to 'src/player.cpp')
-rw-r--r--src/player.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/src/player.cpp b/src/player.cpp
index 6506c43c3..068b51790 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -713,14 +713,17 @@ void LocalPlayer::applyControl(float dtime)
}
else if(touching_ground)
{
- v3f speed = getSpeed();
/*
NOTE: The d value in move() affects jump height by
raising the height at which the jump speed is kept
at its starting value
*/
- speed.Y = 6.5*BS;
- setSpeed(speed);
+ v3f speed = getSpeed();
+ if(speed.Y >= -0.5*BS)
+ {
+ speed.Y = 6.5*BS;
+ setSpeed(speed);
+ }
}
// Use the oscillating value for getting out of water
// (so that the player doesn't fly on the surface)