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Use the new Player::isDead function when it's the case

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nerzhul committed Mar 13, 2015
1 parent 7c19933 commit 4e63c977c782e81e828445d20c836d84e3ba1766
Showing with 13 additions and 7 deletions.
  1. +4 −2 src/environment.cpp
  2. +8 −4 src/network/packethandlers/server.cpp
  3. +1 −1 src/server.cpp
@@ -2563,9 +2563,11 @@ void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);

if(handle_hp){
if (lplayer->hp == 0) // Don't damage a dead player
if(handle_hp) {
// Don't damage a dead player
if (lplayer->isDead())
return;

if(lplayer->hp > damage)
lplayer->hp -= damage;
else
@@ -556,7 +556,9 @@ void Server::handleCommand_PlayerPos(NetworkPacket* pkt)
}

// If player is dead we don't care of this packet
if (player->hp == 0) {
if (player->isDead()) {
verbosestream << "TOSERVER_PLAYERPOS: " << player->getName()
<< " is dead. Ignoring packet";
return;
}

@@ -921,6 +923,8 @@ void Server::handleCommand_Breath(NetworkPacket* pkt)
* He is dead !
*/
if (player->isDead()) {
verbosestream << "TOSERVER_BREATH: " << player->getName()
<< " is dead. Ignoring packet";
return;
}

@@ -1051,7 +1055,7 @@ void Server::handleCommand_Respawn(NetworkPacket* pkt)
return;
}

if (player->hp != 0 || !g_settings->getBool("enable_damage"))
if (!player->isDead() || !g_settings->getBool("enable_damage"))
return;

RespawnPlayer(pkt->getPeerId());
@@ -1108,9 +1112,9 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
return;
}

if (player->hp == 0) {
if (player->isDead()) {
verbosestream << "TOSERVER_INTERACT: " << player->getName()
<< " tried to interact, but is dead!" << std::endl;
<< " is dead. Ignoring packet";
return;
}

@@ -1106,7 +1106,7 @@ PlayerSAO* Server::StageTwoClientInit(u16 peer_id)
SendPlayerBreath(peer_id);

// Show death screen if necessary
if(player->hp == 0)
if(player->isDead())
SendDeathscreen(peer_id, false, v3f(0,0,0));

// Note things in chat if not in simple singleplayer mode

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