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Damage: Remove damage ignore timer
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SmallJoker authored and paramat committed Dec 10, 2017
1 parent d677f29 commit 03caa1e
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Showing 3 changed files with 9 additions and 21 deletions.
25 changes: 9 additions & 16 deletions src/client.cpp
Expand Up @@ -264,14 +264,9 @@ void Client::connect(Address address, bool is_local_server)
void Client::step(float dtime)
{
// Limit a bit
if(dtime > 2.0)
if (dtime > 2.0)
dtime = 2.0;

if(m_ignore_damage_timer > dtime)
m_ignore_damage_timer -= dtime;
else
m_ignore_damage_timer = 0.0;

m_animation_time += dtime;
if(m_animation_time > 60.0)
m_animation_time -= 60.0;
Expand Down Expand Up @@ -394,18 +389,16 @@ void Client::step(float dtime)
ClientEnvEvent envEvent = m_env.getClientEnvEvent();

if (envEvent.type == CEE_PLAYER_DAMAGE) {
if (m_ignore_damage_timer <= 0) {
u8 damage = envEvent.player_damage.amount;
u8 damage = envEvent.player_damage.amount;

if (envEvent.player_damage.send_to_server)
sendDamage(damage);
if (envEvent.player_damage.send_to_server)
sendDamage(damage);

// Add to ClientEvent queue
ClientEvent *event = new ClientEvent();
event->type = CE_PLAYER_DAMAGE;
event->player_damage.amount = damage;
m_client_event_queue.push(event);
}
// Add to ClientEvent queue
ClientEvent *event = new ClientEvent();
event->type = CE_PLAYER_DAMAGE;
event->player_damage.amount = damage;
m_client_event_queue.push(event);
}
}

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1 change: 0 additions & 1 deletion src/client.h
Expand Up @@ -469,7 +469,6 @@ class Client : public con::PeerHandler, public InventoryManager, public IGameDef
float m_connection_reinit_timer = 0.1f;
float m_avg_rtt_timer = 0.0f;
float m_playerpos_send_timer = 0.0f;
float m_ignore_damage_timer = 0.0f; // Used after server moves player
IntervalLimiter m_map_timer_and_unload_interval;

IWritableTextureSource *m_tsrc;
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4 changes: 0 additions & 4 deletions src/network/clientpackethandler.cpp
Expand Up @@ -573,10 +573,6 @@ void Client::handleCommand_MovePlayer(NetworkPacket* pkt)
event->player_force_move.pitch = pitch;
event->player_force_move.yaw = yaw;
m_client_event_queue.push(event);

// Ignore damage for a few seconds, so that the player doesn't
// get damage from falling on ground
m_ignore_damage_timer = 3.0;
}

void Client::handleCommand_DeathScreen(NetworkPacket* pkt)
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