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Fix multiple death messages (#5305)
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Fix multiple death messages (#3565) and damage server logs after death.
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presstabstart authored and sofar committed Apr 7, 2017
1 parent 63e175d commit 351cc2e
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Showing 3 changed files with 14 additions and 8 deletions.
4 changes: 2 additions & 2 deletions src/content_sao.cpp
Expand Up @@ -919,8 +919,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
MapNode n = m_env->getMap().getNodeNoEx(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
// If node generates drown
if (c.drowning > 0) {
if (m_hp > 0 && m_breath > 0)
if (c.drowning > 0 && m_hp > 0) {
if (m_breath > 0)
setBreath(m_breath - 1);

// No more breath, damage player
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7 changes: 7 additions & 0 deletions src/network/serverpackethandler.cpp
Expand Up @@ -1107,6 +1107,13 @@ void Server::handleCommand_Damage(NetworkPacket* pkt)
}

if (g_settings->getBool("enable_damage")) {
if (playerSAO->isDead()) {
verbosestream << "Server::ProcessData(): Info: "
"Ignoring damage as player " << player->getName()
<< " is already dead." << std::endl;
return;
}

actionstream << player->getName() << " damaged by "
<< (int)damage << " hp at " << PP(playersao->getBasePosition() / BS)
<< std::endl;
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11 changes: 5 additions & 6 deletions src/server.cpp
Expand Up @@ -1111,16 +1111,15 @@ PlayerSAO* Server::StageTwoClientInit(u16 peer_id)
// Send inventory
SendInventory(playersao);

// Send HP
SendPlayerHPOrDie(playersao);
// Send HP or death screen
if (playersao->isDead())
SendDeathscreen(peer_id, false, v3f(0,0,0));
else
SendPlayerHPOrDie(playersao);

// Send Breath
SendPlayerBreath(playersao);

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

// Note things in chat if not in simple singleplayer mode
if (!m_simple_singleplayer_mode && g_settings->getBool("show_statusline_on_connect")) {
// Send information about server to player in chat
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