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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@@ -592,7 +592,7 @@ class Server : public con::PeerHandler, public MapEventReceiver,
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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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