Damage: Remove damage ignore timer

This commit is contained in:
SmallJoker 2017-08-13 09:49:29 +02:00 committed by paramat
parent d677f292cc
commit 03caa1e319
3 changed files with 9 additions and 21 deletions

@ -264,14 +264,9 @@ void Client::connect(Address address, bool is_local_server)
void Client::step(float dtime) void Client::step(float dtime)
{ {
// Limit a bit // Limit a bit
if(dtime > 2.0) if (dtime > 2.0)
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; m_animation_time += dtime;
if(m_animation_time > 60.0) if(m_animation_time > 60.0)
m_animation_time -= 60.0; m_animation_time -= 60.0;
@ -394,7 +389,6 @@ void Client::step(float dtime)
ClientEnvEvent envEvent = m_env.getClientEnvEvent(); ClientEnvEvent envEvent = m_env.getClientEnvEvent();
if (envEvent.type == CEE_PLAYER_DAMAGE) { 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) if (envEvent.player_damage.send_to_server)
@ -407,7 +401,6 @@ void Client::step(float dtime)
m_client_event_queue.push(event); m_client_event_queue.push(event);
} }
} }
}
/* /*
Print some info Print some info

@ -469,7 +469,6 @@ private:
float m_connection_reinit_timer = 0.1f; float m_connection_reinit_timer = 0.1f;
float m_avg_rtt_timer = 0.0f; float m_avg_rtt_timer = 0.0f;
float m_playerpos_send_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; IntervalLimiter m_map_timer_and_unload_interval;
IWritableTextureSource *m_tsrc; IWritableTextureSource *m_tsrc;

@ -573,10 +573,6 @@ void Client::handleCommand_MovePlayer(NetworkPacket* pkt)
event->player_force_move.pitch = pitch; event->player_force_move.pitch = pitch;
event->player_force_move.yaw = yaw; event->player_force_move.yaw = yaw;
m_client_event_queue.push(event); 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) void Client::handleCommand_DeathScreen(NetworkPacket* pkt)