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Don't handle PlayerPos packet coming from client if player is dead

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nerzhul committed Mar 12, 2015
1 parent 6ce0985 commit 3067d782169a79ab3b13e8ba3d445b60d0d477c5
Showing with 5 additions and 0 deletions.
  1. +5 −0 src/network/packethandlers/server.cpp
@@ -555,6 +555,11 @@ void Server::handleCommand_PlayerPos(NetworkPacket* pkt)
return;
}

// If player is dead we don't care of this packet
if (player->hp == 0) {
return;
}

PlayerSAO *playersao = player->getPlayerSAO();
if (playersao == NULL) {
errorstream << "Server::ProcessData(): Cancelling: "

3 comments on commit 3067d78

@HybridDog

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replied Mar 13, 2015

Does this fix the corpses which run around on some servers?

@nerzhul

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replied Mar 13, 2015

It's the goal, yes

@HybridDog

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replied Mar 14, 2015

ok, fixing this bug this way makes sense to me
but some time ago there were weird player bugs which caused players to ride on others (maybe someone was attached to the player object)
and sometimes players were upside down
screenshot_3215737037_low

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