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Fix unwanted detaching when damage = 0 #8999
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What is the point of the |
The idea is to detach GenericCAOs when they die. |
Assuming you want the player to detach on die, correct?
…On Sun, Sep 29, 2019, 9:02 AM SmallJoker ***@***.***> wrote:
The idea is to detach GenericCAOs when they die.
For objects other than the current player this happens when they're
removed from the environment (handleCommand_ActiveObjectRemoveAdd). For
the current players this has to be handled in a different way - where they
take damage or where the HP updates.
if (m_hp == 0) would be the correct check there.
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should I change the commit message to match?
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@programmerjake No, the commit subject and body can be adjusted on merge. |
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ah, ok. didn't check the type. |
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Changed the detach condition to whenever |
spurious build failure due to ubuntu package checksums not matching |
This broke old mount code, I believe. I.e. mobs_redo. |
Add compact, short information about your PR for easier understanding:
don't detach player on set_hp with new hp equal to old hp
skips detaching when the hp is positive
not that I could find
To do
This PR is Ready for Review.
How to test
play hamlet's quest as of sep 28, 2019
ride boat in water and observe not detaching after a second or so
backporting to stable
Not sure if the bug is in stable (didn't test), if so, this pull request should be backported to stable as well.