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Preserve immortal group for players when damage is disabled
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@ -1085,7 +1085,7 @@ default_stack_max (Default stack size) int 99
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# Enable players getting damage and dying.
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# Enable players getting damage and dying.
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enable_damage (Damage) bool false
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enable_damage (Damage) bool false
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# Enable creative mode for new created maps.
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# Enable creative mode for all players
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creative_mode (Creative) bool false
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creative_mode (Creative) bool false
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# A chosen map seed for a new map, leave empty for random.
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# A chosen map seed for a new map, leave empty for random.
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@ -1745,8 +1745,9 @@ to games.
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### `ObjectRef` groups
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### `ObjectRef` groups
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* `immortal`: Skips all damage and breath handling for an object. This group
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* `immortal`: Skips all damage and breath handling for an object. This group
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will also hide the integrated HUD status bars for players, and is
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will also hide the integrated HUD status bars for players. It is
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automatically set to all players when damage is disabled on the server.
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automatically set to all players when damage is disabled on the server and
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cannot be reset (subject to change).
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* `punch_operable`: For entities; disables the regular damage mechanism for
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* `punch_operable`: For entities; disables the regular damage mechanism for
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players punching it by hand or a non-tool item, so that it can do something
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players punching it by hand or a non-tool item, so that it can do something
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else than take damage.
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else than take damage.
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@ -355,6 +355,15 @@ int ObjectRef::l_set_armor_groups(lua_State *L)
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ItemGroupList groups;
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ItemGroupList groups;
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read_groups(L, 2, groups);
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read_groups(L, 2, groups);
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if (sao->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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if (!g_settings->getBool("enable_damage") && !itemgroup_get(groups, "immortal")) {
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warningstream << "Mod tried to enable damage for a player, but it's "
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"disabled globally. Ignoring." << std::endl;
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infostream << script_get_backtrace(L) << std::endl;
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groups["immortal"] = 1;
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}
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}
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sao->setArmorGroups(groups);
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sao->setArmorGroups(groups);
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return 0;
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return 0;
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}
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}
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@ -1349,7 +1349,7 @@ void Server::SendPlayerHPOrDie(PlayerSAO *playersao, const PlayerHPChangeReason
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return;
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return;
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session_t peer_id = playersao->getPeerID();
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session_t peer_id = playersao->getPeerID();
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bool is_alive = playersao->getHP() > 0;
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bool is_alive = !playersao->isDead();
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if (is_alive)
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if (is_alive)
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SendPlayerHP(peer_id);
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SendPlayerHP(peer_id);
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