forked from Mineclonia/Mineclonia
performances improvement in mcl_void_damage
cache global functions
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e069962c48
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@ -1,6 +1,12 @@
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local S = minetest.get_translator("mcl_void_damage")
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local enable_damage = minetest.settings:get_bool("enable_damage")
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local pos_to_dim = mcl_worlds.pos_to_dimension
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local dim_change = mcl_worlds.dimension_change
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local is_in_void = mcl_worlds.is_in_void
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local get_spawn_pos = mcl_spawn.get_player_spawn_pos
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local death_msg = mcl_death_messages.player_damage
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local voidtimer = 0
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local VOID_DAMAGE_FREQ = 0.5
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local VOID_DAMAGE = 4
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@ -33,7 +39,7 @@ minetest.register_on_mods_loaded(function()
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self._void_timer = 0
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local pos = obj:get_pos()
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local void, void_deadly = mcl_worlds.is_in_void(pos)
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local void, void_deadly = is_in_void(pos)
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if void_deadly then
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local ent = obj:get_luaentity()
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obj:remove()
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@ -55,7 +61,7 @@ minetest.register_globalstep(function(dtime)
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for p=1, #players do
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local player = players[p]
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local pos = player:get_pos()
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local void, void_deadly = mcl_worlds.is_in_void(pos)
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local void, void_deadly = is_in_void(pos)
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if void_deadly then
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local immortal_val = player:get_armor_groups().immortal
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local is_immortal = false
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@ -65,14 +71,14 @@ minetest.register_globalstep(function(dtime)
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if is_immortal or not enable_damage then
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-- If damage is disabled, we can't kill players.
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-- So we just teleport the player back to spawn.
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local spawn = mcl_spawn.get_player_spawn_pos(player)
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local spawn = get_spawn_pos(player)
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player:set_pos(spawn)
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mcl_worlds.dimension_change(player, mcl_worlds.pos_to_dimension(spawn))
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dim_change(player, pos_to_dim(spawn))
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minetest.chat_send_player(player:get_player_name(), S("The void is off-limits to you!"))
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elseif enable_damage and not is_immortal then
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-- Damage enabled, not immortal: Deal void damage (4 HP / 0.5 seconds)
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if player:get_hp() > 0 then
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mcl_death_messages.player_damage(player, S("@1 fell into the endless void.", player:get_player_name()))
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death_msg(player, S("@1 fell into the endless void.", player:get_player_name()))
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player:set_hp(player:get_hp() - VOID_DAMAGE)
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end
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end
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