From 88cdd3a363668cfb2fd07b5381cce29738aed0bf Mon Sep 17 00:00:00 2001 From: Kahrl Date: Tue, 24 Jan 2012 00:00:26 +0100 Subject: 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) --- src/serverremoteplayer.h | 1 - 1 file changed, 1 deletion(-) (limited to 'src/serverremoteplayer.h') diff --git a/src/serverremoteplayer.h b/src/serverremoteplayer.h index 9d9437646..94926c824 100644 --- a/src/serverremoteplayer.h +++ b/src/serverremoteplayer.h @@ -90,7 +90,6 @@ public: int m_wield_index; bool m_inventory_not_sent; bool m_hp_not_sent; - bool m_respawn_active; bool m_is_in_environment; // Incremented by step(), read and reset by Server float m_time_from_last_punch; -- cgit v1.2.3