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Play damage sound on player death (#7679)
Also run CSM 'on_damage_taken' callback. Improve function logic and remove 'return'.
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parent
34f940dcca
commit
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19
src/game.cpp
19
src/game.cpp
@ -2492,22 +2492,23 @@ void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
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void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
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{
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if (client->getHP() == 0)
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return;
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if (client->moddingEnabled()) {
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client->getScript()->on_damage_taken(event->player_damage.amount);
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}
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runData.damage_flash += 95.0 + 3.2 * event->player_damage.amount;
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runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
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// Damage flash and hurt tilt are not used at death
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if (client->getHP() > 0) {
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runData.damage_flash += 95.0f + 3.2f * event->player_damage.amount;
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runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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player->hurt_tilt_timer = 1.5;
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player->hurt_tilt_strength =
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rangelim(event->player_damage.amount / 4, 1.0f, 4.0f);
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player->hurt_tilt_timer = 1.5f;
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player->hurt_tilt_strength =
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rangelim(event->player_damage.amount / 4.0f, 1.0f, 4.0f);
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}
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// Play damage sound
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client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
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}
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