Made environment to not consider disconnected players when dealing with ActiveObjects

This commit is contained in:
Perttu Ahola 2011-04-10 23:05:21 +03:00
parent b0b5c43254
commit 26eb607a11

@ -397,6 +397,11 @@ void ServerEnvironment::step(float dtime)
i != m_players.end(); i++) i != m_players.end(); i++)
{ {
Player *player = *i; Player *player = *i;
// Ignore disconnected players
if(player->peer_id == 0)
continue;
v3f playerpos = player->getPosition(); v3f playerpos = player->getPosition();
// Move // Move
@ -504,6 +509,11 @@ void ServerEnvironment::step(float dtime)
i != m_players.end(); i++) i != m_players.end(); i++)
{ {
Player *player = *i; Player *player = *i;
// Ignore disconnected players
if(player->peer_id == 0)
continue;
v3f playerpos = player->getPosition(); v3f playerpos = player->getPosition();
v3s16 blockpos0 = getNodeBlockPos(floatToInt(playerpos, BS)); v3s16 blockpos0 = getNodeBlockPos(floatToInt(playerpos, BS));
@ -589,6 +599,11 @@ void ServerEnvironment::step(float dtime)
i != m_players.end(); i++) i != m_players.end(); i++)
{ {
Player *player = *i; Player *player = *i;
// Ignore disconnected players
if(player->peer_id == 0)
continue;
v3f playerpos = player->getPosition(); v3f playerpos = player->getPosition();
f32 d = playerpos.getDistanceFrom(objectpos); f32 d = playerpos.getDistanceFrom(objectpos);
if(d < to_static_max_f) if(d < to_static_max_f)