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-rw-r--r--src/content_cao.cpp35
1 files changed, 27 insertions, 8 deletions
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index a2708674b..3c30a0819 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -2067,6 +2067,7 @@ private:
bool m_is_local_player;
LocalPlayer *m_local_player;
float m_damage_visual_timer;
+ bool m_dead;
public:
PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
@@ -2078,7 +2079,8 @@ public:
m_yaw(0),
m_is_local_player(false),
m_local_player(NULL),
- m_damage_visual_timer(0)
+ m_damage_visual_timer(0),
+ m_dead(false)
{
if(gamedef == NULL)
ClientActiveObject::registerType(getType(), create);
@@ -2100,6 +2102,8 @@ public:
m_position = readV3F1000(is);
// yaw
m_yaw = readF1000(is);
+ // dead
+ m_dead = readU8(is);
pos_translator.init(m_position);
@@ -2129,6 +2133,8 @@ public:
{
if(m_is_local_player)
return NULL;
+ if(m_dead)
+ return NULL;
return &m_selection_box;
}
v3f getPosition()
@@ -2204,6 +2210,7 @@ public:
m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
updateTextures("");
+ updateVisibility();
updateNodePos();
}
@@ -2221,11 +2228,11 @@ public:
if(m_node == NULL)
return;
- m_node->setVisible(true);
-
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
setMeshColor(m_node->getMesh(), color);
+
+ updateVisibility();
}
v3s16 getLightPosition()
@@ -2233,6 +2240,14 @@ public:
return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
}
+ void updateVisibility()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->setVisible(!m_dead);
+ }
+
void updateNodePos()
{
if(m_node == NULL)
@@ -2248,6 +2263,7 @@ public:
void step(float dtime, ClientEnvironment *env)
{
pos_translator.translate(dtime);
+ updateVisibility();
updateNodePos();
if(m_damage_visual_timer > 0){
@@ -2279,13 +2295,16 @@ public:
{
// damage
s16 damage = readS16(is);
-
- if(m_is_local_player)
- m_env->damageLocalPlayer(damage, false);
-
- m_damage_visual_timer = 0.5;
+ m_damage_visual_timer = 0.05;
+ if(damage >= 2)
+ m_damage_visual_timer += 0.05 * damage;
updateTextures("^[brighten");
}
+ else if(cmd == 2) // died or respawned
+ {
+ m_dead = readU8(is);
+ updateVisibility();
+ }
}
void updateTextures(const std::string &mod)