void Client::step(float dtime)
{
// Limit a bit
- if(dtime > 2.0)
+ if (dtime > 2.0)
dtime = 2.0;
- if(m_ignore_damage_timer > dtime)
- m_ignore_damage_timer -= dtime;
- else
- m_ignore_damage_timer = 0.0;
-
m_animation_time += dtime;
if(m_animation_time > 60.0)
m_animation_time -= 60.0;
ClientEnvEvent envEvent = m_env.getClientEnvEvent();
if (envEvent.type == CEE_PLAYER_DAMAGE) {
- if (m_ignore_damage_timer <= 0) {
- u8 damage = envEvent.player_damage.amount;
+ u8 damage = envEvent.player_damage.amount;
- if (envEvent.player_damage.send_to_server)
- sendDamage(damage);
+ if (envEvent.player_damage.send_to_server)
+ sendDamage(damage);
- // Add to ClientEvent queue
- ClientEvent *event = new ClientEvent();
- event->type = CE_PLAYER_DAMAGE;
- event->player_damage.amount = damage;
- m_client_event_queue.push(event);
- }
+ // Add to ClientEvent queue
+ ClientEvent *event = new ClientEvent();
+ event->type = CE_PLAYER_DAMAGE;
+ event->player_damage.amount = damage;
+ m_client_event_queue.push(event);
}
}
float m_connection_reinit_timer = 0.1f;
float m_avg_rtt_timer = 0.0f;
float m_playerpos_send_timer = 0.0f;
- float m_ignore_damage_timer = 0.0f; // Used after server moves player
IntervalLimiter m_map_timer_and_unload_interval;
IWritableTextureSource *m_tsrc;
event->player_force_move.pitch = pitch;
event->player_force_move.yaw = yaw;
m_client_event_queue.push(event);
-
- // Ignore damage for a few seconds, so that the player doesn't
- // get damage from falling on ground
- m_ignore_damage_timer = 3.0;
}
void Client::handleCommand_DeathScreen(NetworkPacket* pkt)