* `fall`
* `node_damage`: `damage_per_second` from a neighboring node.
`reason.node` will hold the node name or nil.
+ `reason.node_pos` will hold the position of the node
* `drown`
* `respawn`
* Any of the above types may have additional fields from mods.
if (!reason.node.empty()) {
lua_pushstring(L, reason.node.c_str());
lua_setfield(L, -2, "node");
+
+ push_v3s16(L, reason.node_pos);
+ lua_setfield(L, -2, "node_pos");
}
}
if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
u32 damage_per_second = 0;
std::string nodename;
+ v3s16 node_pos;
// Lowest and highest damage points are 0.1 within collisionbox
float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
if (c.damage_per_second > damage_per_second) {
damage_per_second = c.damage_per_second;
nodename = c.name;
+ node_pos = p;
}
}
if (c.damage_per_second > damage_per_second) {
damage_per_second = c.damage_per_second;
nodename = c.name;
+ node_pos = ptop;
}
if (damage_per_second != 0 && m_hp > 0) {
s32 newhp = (s32)m_hp - (s32)damage_per_second;
- PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
+ PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename, node_pos);
setHP(newhp, reason);
}
}
ServerActiveObject *object = nullptr;
// For NODE_DAMAGE
std::string node;
+ v3s16 node_pos;
inline bool hasLuaReference() const { return lua_reference >= 0; }
{
}
- PlayerHPChangeReason(Type type, std::string node) : type(type), node(node) {}
+ PlayerHPChangeReason(Type type, std::string node, v3s16 node_pos) : type(type), node(node), node_pos(node_pos) {}
};