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Use the new Player::isDead function when it's the case
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@ -2563,9 +2563,11 @@ void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
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LocalPlayer *lplayer = getLocalPlayer();
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assert(lplayer);
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if(handle_hp){
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if (lplayer->hp == 0) // Don't damage a dead player
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if(handle_hp) {
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// Don't damage a dead player
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if (lplayer->isDead())
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return;
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if(lplayer->hp > damage)
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lplayer->hp -= damage;
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else
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@ -556,7 +556,9 @@ void Server::handleCommand_PlayerPos(NetworkPacket* pkt)
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}
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// If player is dead we don't care of this packet
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if (player->hp == 0) {
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if (player->isDead()) {
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verbosestream << "TOSERVER_PLAYERPOS: " << player->getName()
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<< " is dead. Ignoring packet";
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return;
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}
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@ -921,6 +923,8 @@ void Server::handleCommand_Breath(NetworkPacket* pkt)
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* He is dead !
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*/
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if (player->isDead()) {
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verbosestream << "TOSERVER_BREATH: " << player->getName()
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<< " is dead. Ignoring packet";
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return;
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}
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@ -1051,7 +1055,7 @@ void Server::handleCommand_Respawn(NetworkPacket* pkt)
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return;
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}
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if (player->hp != 0 || !g_settings->getBool("enable_damage"))
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if (!player->isDead() || !g_settings->getBool("enable_damage"))
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return;
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RespawnPlayer(pkt->getPeerId());
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@ -1108,9 +1112,9 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
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return;
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}
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if (player->hp == 0) {
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if (player->isDead()) {
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verbosestream << "TOSERVER_INTERACT: " << player->getName()
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<< " tried to interact, but is dead!" << std::endl;
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<< " is dead. Ignoring packet";
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return;
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}
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@ -1106,7 +1106,7 @@ PlayerSAO* Server::StageTwoClientInit(u16 peer_id)
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SendPlayerBreath(peer_id);
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// Show death screen if necessary
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if(player->hp == 0)
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if(player->isDead())
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SendDeathscreen(peer_id, false, v3f(0,0,0));
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// Note things in chat if not in simple singleplayer mode
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