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Do not increase breath if at full breath.
Prevents the server from sending TOCLIENT_BREATH packets every 0.5seconds, if there is no reason to.
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@ -965,7 +965,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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MapNode n = m_env->getMap().getNodeNoEx(p);
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MapNode n = m_env->getMap().getNodeNoEx(p);
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const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
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const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
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// If player is alive & no drowning, breath
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// If player is alive & no drowning, breath
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if (m_hp > 0 && c.drowning == 0)
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if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0)
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setBreath(m_breath + 1);
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setBreath(m_breath + 1);
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}
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}
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