{
/*s16 damage =*/ readS16(is);
s16 result_hp = readS16(is);
-
+
+ // Use this instead of the send damage to not interfere with prediction
+ s16 damage = m_hp - result_hp;
+
m_hp = result_hp;
+
+ if (damage > 0) {
+ if (m_hp <= 0) {
+ // TODO: Execute defined fast response
+ // As there is no definition, make a smoke puff
+ ClientSimpleObject *simple = createSmokePuff(
+ m_smgr, m_env, m_position,
+ m_prop.visual_size * BS);
+ m_env->addSimpleObject(simple);
+ } else {
+ // TODO: Execute defined fast response
+ // Flashing shall suffice as there is no definition
+ m_reset_textures_timer = 0.05;
+ if(damage >= 2)
+ m_reset_textures_timer += 0.05 * damage;
+ updateTextures("^[brighten");
+ }
+ }
}
else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
{
m_player(player_),
m_peer_id(peer_id_),
m_inventory(NULL),
+ m_damage(0),
m_last_good_position(0,0,0),
m_time_from_last_punch(0),
m_nocheat_dig_pos(32767, 32767, 32767),
setHP(getHP() - hitparams.hp);
- if(hitparams.hp != 0)
- {
- std::string str = gob_cmd_punched(hitparams.hp, getHP());
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
- }
-
return hitparams.wear;
}
return m_player->hp;
}
+s16 PlayerSAO::readDamage()
+{
+ s16 damage = m_damage;
+ m_damage = 0;
+ return damage;
+}
+
void PlayerSAO::setHP(s16 hp)
{
s16 oldhp = m_player->hp;
m_player->hp = hp;
- if(hp != oldhp)
+ if(hp != oldhp) {
m_hp_not_sent = true;
+ if(oldhp > hp)
+ m_damage += oldhp - hp;
+ }
- // On death or reincarnation send an active object message
+ // Update properties on death
if((hp == 0) != (oldhp == 0))
- {
- // Will send new is_visible value based on (getHP()!=0)
m_properties_sent = false;
- // Send new HP
- std::string str = gob_cmd_punched(0, getHP());
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
- }
}
u16 PlayerSAO::getBreath() const
void rightClick(ServerActiveObject *clicker);
s16 getHP() const;
void setHP(s16 hp);
+ s16 readDamage();
u16 getBreath() const;
void setBreath(u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups);
Player *m_player;
u16 m_peer_id;
Inventory *m_inventory;
+ s16 m_damage;
// Cheat prevention
LagPool m_dig_pool;
#include "filesys.h"
#include "mapblock.h"
#include "serverobject.h"
+#include "genericobject.h"
#include "settings.h"
#include "profiler.h"
#include "log.h"
assert(playersao);
playersao->m_hp_not_sent = false;
SendHP(m_con, peer_id, playersao->getHP());
+
+ // Send to other clients
+ std::string str = gob_cmd_punched(playersao->readDamage(), playersao->getHP());
+ ActiveObjectMessage aom(playersao->getId(), true, str);
+ playersao->m_messages_out.push_back(aom);
}
void Server::SendPlayerBreath(u16 peer_id)