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authorTalun2012-05-04 19:37:13 +0100
committerJustin Clark-Casey (justincc)2012-05-04 21:01:09 +0100
commit92fde6ed268f4c7357ca5ad96b967db0f0658446 (patch)
treee6c5da973b1e35360a4b7ef34734ca25cb50b265 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentChange LongCallTime on WebUtil to 3000, to match the time where request handl... (diff)
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Mantis 60004 problems with damage and llSetDamage. In damage enabled areas this patch - Deletes any objects that have damage set > 0 that deliver that damage to an avatar Stops Gods receiving damage, Stops volume detect objects causing damage Deletes NPCS when their helth reduces to zero Gradually "heals" damage to an avatar Resets health on going to a non damage area
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs53
1 files changed, 46 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 91e6e5a..7e49a5e 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3312,23 +3312,53 @@ namespace OpenSim.Region.Framework.Scenes
3312 } 3312 }
3313 } 3313 }
3314 3314
3315 if (Invulnerable) 3315 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3316 if (Invulnerable || GodLevel > 0)
3316 return; 3317 return;
3317 3318
3319 // The following may be better in the ICombatModule
3320 // probably tweaking of the values for ground and normal prim collisions will be needed
3318 float starthealth = Health; 3321 float starthealth = Health;
3319 uint killerObj = 0; 3322 uint killerObj = 0;
3323 SceneObjectPart part = null;
3320 foreach (uint localid in coldata.Keys) 3324 foreach (uint localid in coldata.Keys)
3321 { 3325 {
3322 SceneObjectPart part = Scene.GetSceneObjectPart(localid); 3326 if (localid == 0)
3323 3327 {
3324 if (part != null && part.ParentGroup.Damage != -1.0f) 3328 part = null;
3325 Health -= part.ParentGroup.Damage; 3329 }
3330 else
3331 {
3332 part = Scene.GetSceneObjectPart(localid);
3333 }
3334 if (part != null)
3335 {
3336 // Ignore if it has been deleted or volume detect
3337 if (!part.ParentGroup.IsDeleted && !part.ParentGroup.IsVolumeDetect)
3338 {
3339 if (part.ParentGroup.Damage > 0.0f)
3340 {
3341 // Something with damage...
3342 Health -= part.ParentGroup.Damage;
3343 part.ParentGroup.Scene.DeleteSceneObject(part.ParentGroup, false);
3344 }
3345 else
3346 {
3347 // An ordinary prim
3348 if (coldata[localid].PenetrationDepth >= 0.10f)
3349 Health -= coldata[localid].PenetrationDepth * 5.0f;
3350 }
3351 }
3352 }
3326 else 3353 else
3327 { 3354 {
3328 if (coldata[localid].PenetrationDepth >= 0.10f) 3355 // 0 is the ground
3356 // what about collisions with other avatars?
3357 if (localid == 0 && coldata[localid].PenetrationDepth >= 0.10f)
3329 Health -= coldata[localid].PenetrationDepth * 5.0f; 3358 Health -= coldata[localid].PenetrationDepth * 5.0f;
3330 } 3359 }
3331 3360
3361
3332 if (Health <= 0.0f) 3362 if (Health <= 0.0f)
3333 { 3363 {
3334 if (localid != 0) 3364 if (localid != 0)
@@ -3344,7 +3374,16 @@ namespace OpenSim.Region.Framework.Scenes
3344 ControllingClient.SendHealth(Health); 3374 ControllingClient.SendHealth(Health);
3345 } 3375 }
3346 if (Health <= 0) 3376 if (Health <= 0)
3377 {
3347 m_scene.EventManager.TriggerAvatarKill(killerObj, this); 3378 m_scene.EventManager.TriggerAvatarKill(killerObj, this);
3379 }
3380 if (starthealth == Health && Health < 100.0f)
3381 {
3382 Health += 0.03f;
3383 if (Health > 100.0f)
3384 Health = 100.0f;
3385 ControllingClient.SendHealth(Health);
3386 }
3348 } 3387 }
3349 } 3388 }
3350 3389