Preserve immortal group for players when damage is disabled

master
sfan5 2021-01-30 12:41:27 +01:00
parent fd1c1a755e
commit a01a02f7a1
4 changed files with 14 additions and 4 deletions

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@ -1085,7 +1085,7 @@ default_stack_max (Default stack size) int 99
# Enable players getting damage and dying.
enable_damage (Damage) bool false
# Enable creative mode for new created maps.
# Enable creative mode for all players
creative_mode (Creative) bool false
# A chosen map seed for a new map, leave empty for random.

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@ -1745,8 +1745,9 @@ to games.
### `ObjectRef` groups
* `immortal`: Skips all damage and breath handling for an object. This group
will also hide the integrated HUD status bars for players, and is
automatically set to all players when damage is disabled on the server.
will also hide the integrated HUD status bars for players. It is
automatically set to all players when damage is disabled on the server and
cannot be reset (subject to change).
* `punch_operable`: For entities; disables the regular damage mechanism for
players punching it by hand or a non-tool item, so that it can do something
else than take damage.

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@ -355,6 +355,15 @@ int ObjectRef::l_set_armor_groups(lua_State *L)
ItemGroupList groups;
read_groups(L, 2, groups);
if (sao->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
if (!g_settings->getBool("enable_damage") && !itemgroup_get(groups, "immortal")) {
warningstream << "Mod tried to enable damage for a player, but it's "
"disabled globally. Ignoring." << std::endl;
infostream << script_get_backtrace(L) << std::endl;
groups["immortal"] = 1;
}
}
sao->setArmorGroups(groups);
return 0;
}

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@ -1349,7 +1349,7 @@ void Server::SendPlayerHPOrDie(PlayerSAO *playersao, const PlayerHPChangeReason
return;
session_t peer_id = playersao->getPeerID();
bool is_alive = playersao->getHP() > 0;
bool is_alive = !playersao->isDead();
if (is_alive)
SendPlayerHP(peer_id);