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Damage flash: Reduce maximum alpha. Avoid fade overload
Flash alpha maximum is reduced from 180 to 127 to avoid player blindness in combat. Flash alpha minimum is unchanged. The 'damage_flash' value is now limited to max alpha, to avoid multiple hits creating a huge value that causes flash to stay at maximum alpha for a long period. Now alpha always starts to fade immediately after taking damage. Both problems can be seen in Minetest let's play videos. Simplify and optimise some code.
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src/game.cpp
13
src/game.cpp
@ -3374,12 +3374,12 @@ void Game::processClientEvents(CameraOrientation *cam, float *damage_flash)
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//u16 damage = event.player_damage.amount;
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//infostream<<"Player damage: "<<damage<<std::endl;
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*damage_flash += 100.0;
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*damage_flash += 8.0 * event.player_damage.amount;
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*damage_flash += 95.0 + 3.2 * event.player_damage.amount;
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*damage_flash = MYMIN(*damage_flash, 127.0);
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player->hurt_tilt_timer = 1.5;
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player->hurt_tilt_strength = event.player_damage.amount / 4;
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player->hurt_tilt_strength = rangelim(player->hurt_tilt_strength, 1.0, 4.0);
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player->hurt_tilt_strength =
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rangelim(event.player_damage.amount / 4, 1.0, 4.0);
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MtEvent *e = new SimpleTriggerEvent("PlayerDamage");
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gamedef->event()->put(e);
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@ -4285,10 +4285,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
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Damage flash
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*/
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if (runData->damage_flash > 0.0) {
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video::SColor color(std::min(runData->damage_flash, 180.0f),
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180,
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0,
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0);
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video::SColor color(runData->damage_flash, 180, 0, 0);
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driver->draw2DRectangle(color,
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core::rect<s32>(0, 0, screensize.X, screensize.Y),
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NULL);
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