mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-23 08:08:47 -05:00
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)
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parent
e15de8b70d
commit
88cdd3a363
@ -1171,8 +1171,18 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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std::istringstream is(datastring, std::ios_base::binary);
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Player *player = m_env.getLocalPlayer();
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assert(player != NULL);
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u8 oldhp = player->hp;
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u8 hp = readU8(is);
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player->hp = hp;
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if(hp < oldhp)
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{
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// Add to ClientEvent queue
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ClientEvent event;
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event.type = CE_PLAYER_DAMAGE;
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event.player_damage.amount = oldhp - hp;
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m_client_event_queue.push_back(event);
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}
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}
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else if(command == TOCLIENT_MOVE_PLAYER)
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{
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@ -2067,6 +2067,7 @@ private:
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bool m_is_local_player;
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LocalPlayer *m_local_player;
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float m_damage_visual_timer;
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bool m_dead;
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public:
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PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
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@ -2078,7 +2079,8 @@ public:
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m_yaw(0),
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m_is_local_player(false),
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m_local_player(NULL),
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m_damage_visual_timer(0)
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m_damage_visual_timer(0),
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m_dead(false)
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{
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if(gamedef == NULL)
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ClientActiveObject::registerType(getType(), create);
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@ -2100,6 +2102,8 @@ public:
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m_position = readV3F1000(is);
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// yaw
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m_yaw = readF1000(is);
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// dead
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m_dead = readU8(is);
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pos_translator.init(m_position);
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@ -2129,6 +2133,8 @@ public:
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{
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if(m_is_local_player)
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return NULL;
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if(m_dead)
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return NULL;
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return &m_selection_box;
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}
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v3f getPosition()
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@ -2204,6 +2210,7 @@ public:
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m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
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updateTextures("");
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updateVisibility();
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updateNodePos();
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}
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@ -2221,11 +2228,11 @@ public:
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if(m_node == NULL)
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return;
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m_node->setVisible(true);
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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setMeshColor(m_node->getMesh(), color);
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updateVisibility();
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}
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v3s16 getLightPosition()
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@ -2233,6 +2240,14 @@ public:
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return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
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}
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void updateVisibility()
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{
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if(m_node == NULL)
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return;
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m_node->setVisible(!m_dead);
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}
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void updateNodePos()
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{
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if(m_node == NULL)
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@ -2248,6 +2263,7 @@ public:
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void step(float dtime, ClientEnvironment *env)
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{
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pos_translator.translate(dtime);
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updateVisibility();
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updateNodePos();
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if(m_damage_visual_timer > 0){
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@ -2279,13 +2295,16 @@ public:
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{
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// damage
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s16 damage = readS16(is);
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if(m_is_local_player)
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m_env->damageLocalPlayer(damage, false);
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m_damage_visual_timer = 0.5;
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m_damage_visual_timer = 0.05;
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if(damage >= 2)
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m_damage_visual_timer += 0.05 * damage;
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updateTextures("^[brighten");
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}
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else if(cmd == 2) // died or respawned
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{
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m_dead = readU8(is);
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updateVisibility();
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}
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}
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void updateTextures(const std::string &mod)
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@ -797,6 +797,8 @@ void ServerEnvironment::clearAllObjects()
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i.atEnd()==false; i++)
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{
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ServerActiveObject* obj = i.getNode()->getValue();
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if(obj->getType() == ACTIVEOBJECT_TYPE_PLAYER)
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continue;
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u16 id = i.getNode()->getKey();
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v3f objectpos = obj->getBasePosition();
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// Delete static object if block is loaded
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@ -1983,16 +1985,7 @@ void ClientEnvironment::step(float dtime)
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{
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f32 damage_f = (info.speed - tolerance)/BS*factor;
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u16 damage = (u16)(damage_f+0.5);
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if(lplayer->hp > damage)
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lplayer->hp -= damage;
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else
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lplayer->hp = 0;
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ClientEnvEvent event;
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event.type = CEE_PLAYER_DAMAGE;
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event.player_damage.amount = damage;
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event.player_damage.send_to_server = true;
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m_client_event_queue.push_back(event);
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damageLocalPlayer(damage, true);
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}
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}
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}
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@ -2022,11 +2015,7 @@ void ClientEnvironment::step(float dtime)
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if(damage_per_second != 0)
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{
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ClientEnvEvent event;
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event.type = CEE_PLAYER_DAMAGE;
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event.player_damage.amount = damage_per_second;
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event.player_damage.send_to_server = true;
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m_client_event_queue.push_back(event);
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damageLocalPlayer(damage_per_second, true);
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}
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}
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@ -713,14 +713,17 @@ void LocalPlayer::applyControl(float dtime)
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}
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else if(touching_ground)
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{
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v3f speed = getSpeed();
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/*
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NOTE: The d value in move() affects jump height by
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raising the height at which the jump speed is kept
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at its starting value
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*/
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speed.Y = 6.5*BS;
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setSpeed(speed);
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v3f speed = getSpeed();
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if(speed.Y >= -0.5*BS)
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{
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speed.Y = 6.5*BS;
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setSpeed(speed);
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}
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}
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// Use the oscillating value for getting out of water
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// (so that the player doesn't fly on the surface)
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@ -1270,7 +1270,8 @@ void Server::AsyncRunStep()
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/*
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Handle player HPs (die if hp=0)
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*/
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HandlePlayerHP(player, 0);
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if(player->hp == 0 && player->m_hp_not_sent)
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DiePlayer(player);
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/*
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Send player inventories and HPs if necessary
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@ -1284,9 +1285,9 @@ void Server::AsyncRunStep()
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}
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/*
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Add to environment if is not in respawn screen
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Add to environment
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*/
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if(!player->m_is_in_environment && !player->m_respawn_active){
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if(!player->m_is_in_environment){
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player->m_removed = false;
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player->setId(0);
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m_env->addActiveObject(player);
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@ -2129,6 +2130,10 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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// Send HP
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SendPlayerHP(player);
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// Show death screen if necessary
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if(player->hp == 0)
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SendDeathscreen(m_con, player->peer_id, false, v3f(0,0,0));
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// Send time of day
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{
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SharedBuffer<u8> data = makePacket_TOCLIENT_TIME_OF_DAY(
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@ -2159,11 +2164,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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SendChatMessage(peer_id, L"# Server: WARNING: YOUR CLIENT IS OLD AND MAY WORK PROPERLY WITH THIS SERVER");
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}
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/*
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Check HP, respawn if necessary
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*/
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HandlePlayerHP(player, 0);
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/*
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Print out action
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*/
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@ -2662,16 +2662,25 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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std::istringstream is(datastring, std::ios_base::binary);
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u8 damage = readU8(is);
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ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
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if(g_settings->getBool("enable_damage"))
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{
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actionstream<<player->getName()<<" damaged by "
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<<(int)damage<<" hp at "<<PP(player->getPosition()/BS)
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<<std::endl;
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HandlePlayerHP(player, damage);
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srp->setHP(srp->getHP() - damage);
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if(srp->getHP() == 0 && srp->m_hp_not_sent)
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DiePlayer(srp);
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if(srp->m_hp_not_sent)
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SendPlayerHP(player);
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}
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else
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{
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// Force send (to correct the client's predicted HP)
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SendPlayerHP(player);
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}
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}
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@ -2751,8 +2760,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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if(player->hp != 0)
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return;
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srp->m_respawn_active = false;
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RespawnPlayer(player);
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actionstream<<player->getName()<<" respawns at "
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@ -2811,6 +2818,13 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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infostream<<"TOSERVER_INTERACT: action="<<(int)action<<", item="<<item_i<<", pointed="<<pointed.dump()<<std::endl;
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if(player->hp == 0)
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{
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infostream<<"TOSERVER_INTERACT: "<<srp->getName()
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<<" tried to interact, but is dead!"<<std::endl;
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return;
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}
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v3f player_pos = srp->m_last_good_position;
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// Update wielded item
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@ -3968,26 +3982,14 @@ void Server::SendTexturesRequested(u16 peer_id,core::list<TextureRequest> tosend
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Something random
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*/
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void Server::HandlePlayerHP(Player *player, s16 damage)
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void Server::DiePlayer(Player *player)
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{
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ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
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if(srp->m_respawn_active)
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return;
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if(player->hp > damage)
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{
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if(damage != 0){
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player->hp -= damage;
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SendPlayerHP(player);
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}
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return;
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}
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infostream<<"Server::HandlePlayerHP(): Player "
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infostream<<"Server::DiePlayer(): Player "
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<<player->getName()<<" dies"<<std::endl;
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player->hp = 0;
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srp->setHP(0);
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// Trigger scripted stuff
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scriptapi_on_dieplayer(m_lua, srp);
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@ -3999,24 +4001,13 @@ void Server::HandlePlayerHP(Player *player, s16 damage)
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}
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SendPlayerHP(player);
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RemoteClient *client = getClient(player->peer_id);
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if(client->net_proto_version >= 3)
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{
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SendDeathscreen(m_con, player->peer_id, false, v3f(0,0,0));
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srp->m_removed = true;
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srp->m_respawn_active = true;
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}
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else
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{
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RespawnPlayer(player);
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}
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SendDeathscreen(m_con, player->peer_id, false, v3f(0,0,0));
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}
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void Server::RespawnPlayer(Player *player)
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{
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player->hp = 20;
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ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
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srp->setHP(20);
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bool repositioned = scriptapi_on_respawnplayer(m_lua, srp);
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if(!repositioned){
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v3f pos = findSpawnPos(m_env->getServerMap());
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@ -4268,6 +4259,14 @@ ServerRemotePlayer *Server::emergePlayer(const char *name, u16 peer_id)
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// Got one.
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player->peer_id = peer_id;
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// Re-add player to environment
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if(player->m_removed)
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{
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player->m_removed = false;
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player->setId(0);
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m_env->addActiveObject(player);
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}
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// Reset inventory to creative if in creative mode
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if(g_settings->getBool("creative_mode"))
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{
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@ -4305,12 +4304,13 @@ ServerRemotePlayer *Server::emergePlayer(const char *name, u16 peer_id)
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v3f pos = findSpawnPos(m_env->getServerMap());
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player = new ServerRemotePlayer(m_env, pos, peer_id, name);
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ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
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/* Add player to environment */
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m_env->addPlayer(player);
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m_env->addActiveObject(srp);
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/* Run scripts */
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ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
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scriptapi_on_newplayer(m_lua, srp);
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/* Add stuff to inventory */
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@ -592,7 +592,7 @@ private:
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Something random
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*/
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void HandlePlayerHP(Player *player, s16 damage);
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void DiePlayer(Player *player);
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void RespawnPlayer(Player *player);
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void UpdateCrafting(u16 peer_id);
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@ -34,7 +34,6 @@ ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
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m_wield_index(0),
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m_inventory_not_sent(false),
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m_hp_not_sent(false),
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m_respawn_active(false),
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m_is_in_environment(false),
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m_time_from_last_punch(0),
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m_position_not_sent(false)
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@ -159,6 +158,8 @@ std::string ServerRemotePlayer::getClientInitializationData()
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writeV3F1000(os, getPosition());
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// yaw
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writeF1000(os, getYaw());
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// dead
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writeU8(os, getHP() == 0);
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return os.str();
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}
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@ -247,6 +248,19 @@ void ServerRemotePlayer::setHP(s16 hp_)
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if(hp != oldhp)
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m_hp_not_sent = true;
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// On death or reincarnation send an active object message
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if((hp == 0) != (oldhp == 0))
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{
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std::ostringstream os(std::ios::binary);
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// command (2 = update death state)
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writeU8(os, 2);
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// dead?
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writeU8(os, hp == 0);
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// create message and add to list
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ActiveObjectMessage aom(getId(), false, os.str());
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m_messages_out.push_back(aom);
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}
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}
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s16 ServerRemotePlayer::getHP()
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{
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@ -90,7 +90,6 @@ public:
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int m_wield_index;
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bool m_inventory_not_sent;
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bool m_hp_not_sent;
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bool m_respawn_active;
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bool m_is_in_environment;
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// Incremented by step(), read and reset by Server
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float m_time_from_last_punch;
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