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Use the new Player::isDead function when it's the case
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@@ -556,7 +556,9 @@ void Server::handleCommand_PlayerPos(NetworkPacket* pkt)
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}
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// If player is dead we don't care of this packet
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if (player->hp == 0) {
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if (player->isDead()) {
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verbosestream << "TOSERVER_PLAYERPOS: " << player->getName()
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<< " is dead. Ignoring packet";
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return;
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}
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@@ -921,6 +923,8 @@ void Server::handleCommand_Breath(NetworkPacket* pkt)
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* He is dead !
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*/
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if (player->isDead()) {
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verbosestream << "TOSERVER_BREATH: " << player->getName()
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<< " is dead. Ignoring packet";
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return;
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}
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@@ -1051,7 +1055,7 @@ void Server::handleCommand_Respawn(NetworkPacket* pkt)
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return;
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}
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if (player->hp != 0 || !g_settings->getBool("enable_damage"))
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if (!player->isDead() || !g_settings->getBool("enable_damage"))
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return;
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RespawnPlayer(pkt->getPeerId());
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@@ -1108,9 +1112,9 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
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return;
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}
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if (player->hp == 0) {
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if (player->isDead()) {
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verbosestream << "TOSERVER_INTERACT: " << player->getName()
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<< " tried to interact, but is dead!" << std::endl;
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<< " is dead. Ignoring packet";
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return;
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}
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