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Make hitting players make a visual damage flash to the player texture and the screen of the local player
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ae2b7f9523
commit
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@ -2274,6 +2274,13 @@ public:
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{
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pos_translator.translate(dtime);
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updateNodePos();
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if(m_damage_visual_timer > 0){
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m_damage_visual_timer -= dtime;
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if(m_damage_visual_timer <= 0){
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updateTextures("");
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}
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}
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}
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void processMessage(const std::string &data)
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@ -2293,6 +2300,17 @@ public:
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updateNodePos();
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}
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else if(cmd == 1) // punched
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{
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// damage
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s16 damage = readS16(is);
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if(m_is_local_player)
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m_env->damageLocalPlayer(damage, false);
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m_damage_visual_timer = 0.5;
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updateTextures("^[brighten");
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}
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}
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void updateTextures(const std::string &mod)
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@ -2318,12 +2336,6 @@ public:
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}
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}
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}
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bool directReportPunch(const std::string &toolname, v3f dir)
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{
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updateTextures("^[brighten");
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return false;
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}
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};
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// Prototype
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@ -151,10 +151,19 @@ void ServerRemotePlayer::punch(ServerActiveObject *puncher,
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HittingProperties hitprop = getHittingProperties(&mp, &tp,
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time_from_last_punch);
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infostream<<"1. getHP()="<<getHP()<<std::endl;
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setHP(getHP() - hitprop.hp);
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infostream<<"2. getHP()="<<getHP()<<std::endl;
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puncher->damageWieldedItem(hitprop.wear);
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{
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std::ostringstream os(std::ios::binary);
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// command (1 = punched)
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writeU8(os, 1);
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// damage
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writeS16(os, hitprop.hp);
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// create message and add to list
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ActiveObjectMessage aom(getId(), false, os.str());
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m_messages_out.push_back(aom);
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}
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}
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void ServerRemotePlayer::rightClick(ServerActiveObject *clicker)
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