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Prevent fall damage from overflowing when falling from a large height. (#5791)
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@ -237,11 +237,10 @@ void ClientEnvironment::step(float dtime)
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pre_factor = 1.0 + (float)addp/100.0;
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}
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float speed = pre_factor * speed_diff.getLength();
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if(speed > tolerance)
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{
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f32 damage_f = (speed - tolerance)/BS * post_factor;
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u16 damage = (u16)(damage_f+0.5);
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if(damage != 0){
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if (speed > tolerance) {
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f32 damage_f = (speed - tolerance) / BS * post_factor;
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u8 damage = (u8)MYMIN(damage_f + 0.5, 255);
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if (damage != 0) {
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damageLocalPlayer(damage, true);
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MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
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m_client->event()->put(e);
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