Disable fall damage when "immortal" group set (#6946)

This commit is contained in:
lisacvuk 2018-01-23 19:28:21 +01:00 committed by SmallJoker
parent 04e5a65c65
commit 62c10e3d08
3 changed files with 15 additions and 2 deletions

View File

@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "raycast.h"
#include "voxelalgorithms.h"
#include "settings.h"
#include "content_cao.h"
#include <algorithm>
#include "client/renderingengine.h"
@ -207,6 +208,8 @@ void ClientEnvironment::step(float dtime)
//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
for (const CollisionInfo &info : player_collisions) {
v3f speed_diff = info.new_speed - info.old_speed;;
// Handle only fall damage
@ -227,7 +230,7 @@ void ClientEnvironment::step(float dtime)
pre_factor = 1.0 + (float)addp/100.0;
}
float speed = pre_factor * speed_diff.getLength();
if (speed > tolerance) {
if (speed > tolerance && !player_immortal) {
f32 damage_f = (speed - tolerance) / BS * post_factor;
u8 damage = (u8)MYMIN(damage_f + 0.5, 255);
if (damage != 0) {

View File

@ -360,6 +360,11 @@ v3f GenericCAO::getPosition()
return pos_translator.vect_show;
}
const bool GenericCAO::isImmortal()
{
return itemgroup_get(getGroups(), "immortal");
}
scene::ISceneNode* GenericCAO::getSceneNode()
{
if (m_meshnode) {

View File

@ -124,7 +124,10 @@ public:
{
return ACTIVEOBJECT_TYPE_GENERIC;
}
inline const ItemGroupList &getGroups() const
{
return m_armor_groups;
}
void initialize(const std::string &data);
void processInitData(const std::string &data);
@ -143,6 +146,8 @@ public:
return m_yaw;
}
const bool isImmortal();
scene::ISceneNode *getSceneNode();
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();