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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/serverremoteplayer.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/serverremoteplayer.cpp')
-rw-r--r--src/serverremoteplayer.cpp16
1 files changed, 15 insertions, 1 deletions
diff --git a/src/serverremoteplayer.cpp b/src/serverremoteplayer.cpp
index b4dbbdb1b..728ffe026 100644
--- a/src/serverremoteplayer.cpp
+++ b/src/serverremoteplayer.cpp
@@ -34,7 +34,6 @@ ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
m_wield_index(0),
m_inventory_not_sent(false),
m_hp_not_sent(false),
- m_respawn_active(false),
m_is_in_environment(false),
m_time_from_last_punch(0),
m_position_not_sent(false)
@@ -159,6 +158,8 @@ std::string ServerRemotePlayer::getClientInitializationData()
writeV3F1000(os, getPosition());
// yaw
writeF1000(os, getYaw());
+ // dead
+ writeU8(os, getHP() == 0);
return os.str();
}
@@ -247,6 +248,19 @@ void ServerRemotePlayer::setHP(s16 hp_)
if(hp != oldhp)
m_hp_not_sent = true;
+
+ // On death or reincarnation send an active object message
+ if((hp == 0) != (oldhp == 0))
+ {
+ std::ostringstream os(std::ios::binary);
+ // command (2 = update death state)
+ writeU8(os, 2);
+ // dead?
+ writeU8(os, hp == 0);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), false, os.str());
+ m_messages_out.push_back(aom);
+ }
}
s16 ServerRemotePlayer::getHP()
{