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Add node pos to node damage HP change reason (#13196)
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@ -5266,6 +5266,7 @@ Call these functions only at load time!
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* `fall`
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* `node_damage`: `damage_per_second` from a neighboring node.
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`reason.node` will hold the node name or nil.
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`reason.node_pos` will hold the position of the node
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* `drown`
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* `respawn`
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* Any of the above types may have additional fields from mods.
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@ -488,6 +488,9 @@ void ScriptApiBase::pushPlayerHPChangeReason(lua_State *L, const PlayerHPChangeR
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if (!reason.node.empty()) {
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lua_pushstring(L, reason.node.c_str());
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lua_setfield(L, -2, "node");
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push_v3s16(L, reason.node_pos);
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lua_setfield(L, -2, "node_pos");
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}
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}
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@ -185,6 +185,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
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u32 damage_per_second = 0;
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std::string nodename;
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v3s16 node_pos;
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// Lowest and highest damage points are 0.1 within collisionbox
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float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
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@ -198,6 +199,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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if (c.damage_per_second > damage_per_second) {
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damage_per_second = c.damage_per_second;
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nodename = c.name;
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node_pos = p;
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}
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}
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@ -209,11 +211,12 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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if (c.damage_per_second > damage_per_second) {
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damage_per_second = c.damage_per_second;
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nodename = c.name;
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node_pos = ptop;
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}
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if (damage_per_second != 0 && m_hp > 0) {
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s32 newhp = (s32)m_hp - (s32)damage_per_second;
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PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
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PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename, node_pos);
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setHP(newhp, reason);
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}
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}
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@ -245,6 +245,7 @@ struct PlayerHPChangeReason
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ServerActiveObject *object = nullptr;
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// For NODE_DAMAGE
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std::string node;
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v3s16 node_pos;
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inline bool hasLuaReference() const { return lua_reference >= 0; }
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@ -296,5 +297,5 @@ struct PlayerHPChangeReason
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{
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}
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PlayerHPChangeReason(Type type, std::string node) : type(type), node(node) {}
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PlayerHPChangeReason(Type type, std::string node, v3s16 node_pos) : type(type), node(node), node_pos(node_pos) {}
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};
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