Game: Scale damage flash to max HP

The flash intensity is calculated proportionally to the maximal HP.
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SmallJoker 2021-04-05 13:38:50 +02:00 committed by GitHub
parent f0bad0e2ba
commit c11208c4b5
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 10 additions and 4 deletions

@ -174,6 +174,8 @@ public:
const bool isImmortal();
inline const ObjectProperties &getProperties() const { return m_prop; }
scene::ISceneNode *getSceneNode() const;
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() const;

@ -2568,14 +2568,18 @@ void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation
// Damage flash and hurt tilt are not used at death
if (client->getHP() > 0) {
runData.damage_flash += 95.0f + 3.2f * event->player_damage.amount;
runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
LocalPlayer *player = client->getEnv().getLocalPlayer();
f32 hp_max = player->getCAO() ?
player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
f32 damage_ratio = event->player_damage.amount / hp_max;
runData.damage_flash += 95.0f + 64.f * damage_ratio;
runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
player->hurt_tilt_timer = 1.5f;
player->hurt_tilt_strength =
rangelim(event->player_damage.amount / 4.0f, 1.0f, 4.0f);
rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
}
// Play damage sound