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-rw-r--r--src/client/clientenvironment.cpp39
1 files changed, 30 insertions, 9 deletions
diff --git a/src/client/clientenvironment.cpp b/src/client/clientenvironment.cpp
index fd56c8f44..f9c20b2df 100644
--- a/src/client/clientenvironment.cpp
+++ b/src/client/clientenvironment.cpp
@@ -235,7 +235,16 @@ void ClientEnvironment::step(float dtime)
&player_collisions);
}
- bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
+ bool player_immortal = false;
+ f32 player_fall_factor = 1.0f;
+ GenericCAO *playercao = lplayer->getCAO();
+ if (playercao) {
+ player_immortal = playercao->isImmortal();
+ int addp_p = itemgroup_get(playercao->getGroups(),
+ "fall_damage_add_percent");
+ // convert armor group into an usable fall damage factor
+ player_fall_factor = 1.0f + (float)addp_p / 100.0f;
+ }
for (const CollisionInfo &info : player_collisions) {
v3f speed_diff = info.new_speed - info.old_speed;;
@@ -248,17 +257,20 @@ void ClientEnvironment::step(float dtime)
speed_diff.Z = 0;
f32 pre_factor = 1; // 1 hp per node/s
f32 tolerance = BS*14; // 5 without damage
- f32 post_factor = 1; // 1 hp per node/s
if (info.type == COLLISION_NODE) {
const ContentFeatures &f = m_client->ndef()->
get(m_map->getNode(info.node_p));
- // Determine fall damage multiplier
- int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
- pre_factor = 1.0f + (float)addp / 100.0f;
+ // Determine fall damage modifier
+ int addp_n = itemgroup_get(f.groups, "fall_damage_add_percent");
+ // convert node group to an usable fall damage factor
+ f32 node_fall_factor = 1.0f + (float)addp_n / 100.0f;
+ // combine both player fall damage modifiers
+ pre_factor = node_fall_factor * player_fall_factor;
}
float speed = pre_factor * speed_diff.getLength();
- if (speed > tolerance && !player_immortal) {
- f32 damage_f = (speed - tolerance) / BS * post_factor;
+
+ if (speed > tolerance && !player_immortal && pre_factor > 0.0f) {
+ f32 damage_f = (speed - tolerance) / BS;
u16 damage = (u16)MYMIN(damage_f + 0.5, U16_MAX);
if (damage != 0) {
damageLocalPlayer(damage, true);
@@ -340,7 +352,7 @@ u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
if (!m_ao_manager.registerObject(object))
return 0;
- object->addToScene(m_texturesource);
+ object->addToScene(m_texturesource, m_client->getSceneManager());
// Update lighting immediately
object->updateLight(getDayNightRatio());
@@ -352,6 +364,7 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type,
{
ClientActiveObject* obj =
ClientActiveObject::create((ActiveObjectType) type, m_client, this);
+
if(obj == NULL)
{
infostream<<"ClientEnvironment::addActiveObject(): "
@@ -362,6 +375,9 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type,
obj->setId(id);
+ if (m_client->modsLoaded())
+ m_client->getScript()->addObjectReference(dynamic_cast<ActiveObject*>(obj));
+
try
{
obj->initialize(init_data);
@@ -394,9 +410,14 @@ void ClientEnvironment::removeActiveObject(u16 id)
{
// Get current attachment childs to detach them visually
std::unordered_set<int> attachment_childs;
- if (auto *obj = getActiveObject(id))
+ auto *obj = getActiveObject(id);
+ if (obj) {
attachment_childs = obj->getAttachmentChildIds();
+ if (m_client->modsLoaded())
+ m_client->getScript()->removeObjectReference(dynamic_cast<ActiveObject*>(obj));
+ }
+
m_ao_manager.removeObject(id);
// Perform a proper detach in Irrlicht