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https://github.com/DarkflameUniverse/DarkflameServer
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Fix zombie bug (#1014)
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ff0336793c
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@ -915,15 +915,23 @@ void GameMessages::SendSetJetPackMode(Entity* entity, bool use, bool bypassCheck
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}
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void GameMessages::SendResurrect(Entity* entity) {
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void GameMessages::SendResurrect(Entity* entity) {
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DestroyableComponent* dest = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
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// Restore the players health after the animation for respawning has finished.
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// This is when the health appered back in live, not immediately upon requesting respawn
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// Add a half second in case someone decides to cheat and move during the death animation
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// and just make sure the client has time to be ready.
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constexpr float respawnTime = 3.66700005531311f + 0.5f;
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entity->AddCallbackTimer(respawnTime, [=]() {
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (dest != nullptr && entity->GetLOT() == 1) {
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if (destroyableComponent != nullptr && entity->GetLOT() == 1) {
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auto* levelComponent = entity->GetComponent<LevelProgressionComponent>();
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auto* levelComponent = entity->GetComponent<LevelProgressionComponent>();
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if (levelComponent) {
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if (levelComponent) {
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dest->SetHealth(levelComponent->GetLevel() >= 45 ? 8 : 4);
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destroyableComponent->SetHealth(levelComponent->GetLevel() >= 45 ? 8 : 4);
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dest->SetImagination(levelComponent->GetLevel() >= 45 ? 20 : 6);
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destroyableComponent->SetImagination(levelComponent->GetLevel() >= 45 ? 20 : 6);
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}
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}
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}
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}
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});
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auto cont = static_cast<ControllablePhysicsComponent*>(entity->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
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auto cont = static_cast<ControllablePhysicsComponent*>(entity->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
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if (cont && entity->GetLOT() == 1) {
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if (cont && entity->GetLOT() == 1) {
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@ -1,5 +1,7 @@
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#include "ActPlayerDeathTrigger.h"
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#include "ActPlayerDeathTrigger.h"
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#include "Entity.h"
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void ActPlayerDeathTrigger::OnCollisionPhantom(Entity* self, Entity* target) {
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void ActPlayerDeathTrigger::OnCollisionPhantom(Entity* self, Entity* target) {
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if (!target->IsPlayer() || target->GetIsDead() || !target->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
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if (!target->IsPlayer() || target->GetIsDead() || !target->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
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