Prevent flash damage to appear if fall damage is disabled
Co-authored-by: Lars Müller <appgurulars@gmx.de>master
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0a301ace3a
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bb44b3bd9f
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@ -13,7 +13,7 @@ local function deprecated_winning_team_celebration() end
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local players_in_game = {} -- KEY: player name, VALUE: {(string) minigame, (int) arenaID}
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local players_in_queue = {} -- KEY: player name, VALUE: {(string) minigame, (int) arenaID}
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local players_temp_storage = {} -- KEY: player_name, VALUE: {(int) hotbar_slots, (string) hotbar_background_image, (string) hotbar_selected_image,
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-- (int) bgm_handle, (int) fov, (table) camera_offset}
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-- (int) bgm_handle, (int) fov, (table) camera_offset, (table) armor_groups}
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@ -814,6 +814,16 @@ function operations_before_playing_arena(mod_ref, arena, p_name)
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-- agganciati al giocatore, sennò cadono nel vuoto)
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player:set_detach()
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-- se il danno da caduta è disabilitato, disattivo il flash all'impatto
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if table.indexof(mod_ref.disabled_damage_types, "fall") > 0 then
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players_temp_storage[p_name].armor_groups = player:get_armor_groups()
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local armor_groups = player:get_armor_groups()
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armor_groups.fall_damage_add_percent = -100
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player:set_armor_groups(armor_groups)
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end
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-- li curo
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player:set_hp(minetest.PLAYER_MAX_HP_DEFAULT)
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@ -875,6 +885,13 @@ function operations_before_leaving_arena(mod_ref, arena, p_name, reason)
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end
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end
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local armor_groups = players_temp_storage[p_name].armor_groups
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-- riassegno eventuali gruppi armatura (per il flash da impatto caduta)
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if armor_groups then
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player:set_armor_groups(armor_groups)
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end
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-- ripristino gli HP
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player:set_hp(minetest.PLAYER_MAX_HP_DEFAULT)
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