Refactored according to review

This commit is contained in:
Antonios Barotsis 2023-04-04 23:16:00 +02:00
parent 3adea9cdbb
commit 093b1c924c

View File

@ -543,19 +543,16 @@ pub fn handle_delete(server: &mut Server, entity: EcsEntity) {
pub fn handle_land_on_ground(server: &Server, entity: EcsEntity, vel: Vec3<f32>) { pub fn handle_land_on_ground(server: &Server, entity: EcsEntity, vel: Vec3<f32>) {
let ecs = server.state.ecs(); let ecs = server.state.ecs();
if vel.z <= -30.0 { // The second part of this if statement disables all fall damage when in the water. This was
// added as a *temporary* fix a bug that causes you to take fall damage while swimming downwards.
// FIXME: Fix the actual bug and remove the following relevant part of the if statement.
if vel.z <= -30.0 && ecs
.read_storage::<PhysicsState>()
.get(entity)
.map_or(true, |ps| ps.in_liquid().is_none())
{
let char_states = ecs.read_storage::<CharacterState>(); let char_states = ecs.read_storage::<CharacterState>();
// This disables all fall damage when in the water by returning early. This was added as
// a *temporary* fix a bug that causes you to take fall damage while swimming downwards.
// FIXME: Fix the actual bug and remove the following if statement.
if let Some(phys_data) = ecs.read_storage::<PhysicsState>().get(entity) {
if phys_data.in_liquid().is_some() {
debug!("Entity in liquid, skip fall damage calculations.");
return;
}
}
let reduced_vel_z = if let Some(CharacterState::DiveMelee(c)) = char_states.get(entity) { let reduced_vel_z = if let Some(CharacterState::DiveMelee(c)) = char_states.get(entity) {
(vel.z + c.static_data.vertical_speed).min(0.0) (vel.z + c.static_data.vertical_speed).min(0.0)
} else { } else {