Do not tick dead players.

This fixes the "dancing in Fusion Matter" bug.
Also (temporarily?) added updateNPCPosition() to the suppression list.
Might want to take it out again (along with some of the other ones) if
we do end up implementing Chunk GC.
This commit is contained in:
dongresource 2020-09-27 20:29:26 +02:00
parent 97c2c532f1
commit c9be0e5402
2 changed files with 6 additions and 1 deletions

View File

@ -547,6 +547,10 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
Player *plr = pair.second.plr; Player *plr = pair.second.plr;
bool transmit = false; bool transmit = false;
// do not tick dead players
if (plr->HP <= 0)
continue;
// fm patch/lake damage // fm patch/lake damage
if (plr->dotDamage) if (plr->dotDamage)
dealGooDamage(sock, 150); dealGooDamage(sock, 150);
@ -615,4 +619,4 @@ std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool
} }
return ret; return ret;
} }

View File

@ -1,5 +1,6 @@
leak:TableData::init leak:TableData::init
leak:ChunkManager::addPlayer leak:ChunkManager::addPlayer
leak:ChunkManager::addNPC leak:ChunkManager::addNPC
leak:NPCManager::updateNPCPosition
leak:NPCManager::npcSummonHandler leak:NPCManager::npcSummonHandler
leak:nlohmann::basic_json leak:nlohmann::basic_json