Game: Scale damage flash to max HP
The flash intensity is calculated proportionally to the maximal HP.master
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c11208c4b5
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@ -174,6 +174,8 @@ public:
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const bool isImmortal();
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const bool isImmortal();
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inline const ObjectProperties &getProperties() const { return m_prop; }
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scene::ISceneNode *getSceneNode() const;
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scene::ISceneNode *getSceneNode() const;
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scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() const;
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scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() const;
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@ -2568,14 +2568,18 @@ void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation
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// Damage flash and hurt tilt are not used at death
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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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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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f32 hp_max = player->getCAO() ?
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player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
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f32 damage_ratio = event->player_damage.amount / hp_max;
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runData.damage_flash += 95.0f + 64.f * damage_ratio;
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runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
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player->hurt_tilt_timer = 1.5f;
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player->hurt_tilt_timer = 1.5f;
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player->hurt_tilt_strength =
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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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rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
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}
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}
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// Play damage sound
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// Play damage sound
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