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author | paramat <mat.gregory@virginmedia.com> | 2016-10-05 01:25:02 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-10-21 05:48:53 +0100 |
commit | 0c76303186d968db89d699d9e512aea9904378bc (patch) | |
tree | 79b85d905cb457d87f24761082fa72e3523551e7 | |
parent | 63a3bb229a9ff288ab01e3e80c8477da5e84ee1e (diff) | |
download | minetest-0c76303186d968db89d699d9e512aea9904378bc.tar.gz minetest-0c76303186d968db89d699d9e512aea9904378bc.tar.bz2 minetest-0c76303186d968db89d699d9e512aea9904378bc.zip |
Damage flash: Reduce maximum alpha. Avoid fade overload
Flash alpha maximum is reduced from 180 to 127 to avoid player blindness
in combat. Flash alpha minimum is unchanged.
The 'damage_flash' value is now limited to max alpha, to avoid multiple
hits creating a huge value that causes flash to stay at maximum alpha
for a long period. Now alpha always starts to fade immediately after
taking damage.
Both problems can be seen in Minetest let's play videos.
Simplify and optimise some code.
-rw-r--r-- | src/game.cpp | 13 |
1 files changed, 5 insertions, 8 deletions
diff --git a/src/game.cpp b/src/game.cpp index 3ba600ed5..1e4464cc4 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -3374,12 +3374,12 @@ void Game::processClientEvents(CameraOrientation *cam, float *damage_flash) //u16 damage = event.player_damage.amount; //infostream<<"Player damage: "<<damage<<std::endl; - *damage_flash += 100.0; - *damage_flash += 8.0 * event.player_damage.amount; + *damage_flash += 95.0 + 3.2 * event.player_damage.amount; + *damage_flash = MYMIN(*damage_flash, 127.0); player->hurt_tilt_timer = 1.5; - player->hurt_tilt_strength = event.player_damage.amount / 4; - player->hurt_tilt_strength = rangelim(player->hurt_tilt_strength, 1.0, 4.0); + player->hurt_tilt_strength = + rangelim(event.player_damage.amount / 4, 1.0, 4.0); MtEvent *e = new SimpleTriggerEvent("PlayerDamage"); gamedef->event()->put(e); @@ -4285,10 +4285,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, Damage flash */ if (runData->damage_flash > 0.0) { - video::SColor color(std::min(runData->damage_flash, 180.0f), - 180, - 0, - 0); + video::SColor color(runData->damage_flash, 180, 0, 0); driver->draw2DRectangle(color, core::rect<s32>(0, 0, screensize.X, screensize.Y), NULL); |