87f7212f43
* Replace chat with HUD events, add BS 5 palette * Use HUD events for paxel too * Move paxel_stop function up
69 lines
1.8 KiB
Lua
69 lines
1.8 KiB
Lua
ctf_respawn_immunity = {}
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local IMMUNE_TIME = 5
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local immune_serial = 0
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local immune_players = {}
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function ctf_respawn_immunity.is_immune(player)
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return immune_players[player:get_player_name()]
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end
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function ctf_respawn_immunity.set_immune(player)
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immune_serial = immune_serial + 1
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immune_players[player:get_player_name()] = immune_serial
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minetest.after(1, function()
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ctf_respawn_immunity.update_effects(player)
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end)
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-- Set time out
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minetest.after(IMMUNE_TIME, function(name, id)
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if immune_players[name] == id then
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immune_players[name] = nil
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ctf_respawn_immunity.update_effects(minetest.get_player_by_name(name))
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end
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end, player:get_player_name(), immune_serial)
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end
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function ctf_respawn_immunity.update_effects(player)
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-- TODO: transparent player when immune
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--
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-- if immune_players[player:get_player_name()] then
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-- player:set_texture_mod("[multiply:#1f1")
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-- else
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-- player:set_texture_mod(nil)
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-- end
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end
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local old_can_attack = ctf.can_attack
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function ctf.can_attack(player, hitter, ...)
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if not player or not hitter then
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return
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end
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local pname = player:get_player_name()
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local hname = hitter:get_player_name()
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if ctf_respawn_immunity.is_immune(player) then
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hud_event.new(hname, {
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name = "ctf_respawn_immunity:hit",
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color = 0xEE8822,
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value = pname .. " has respawn immunity!",
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})
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return false
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end
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if ctf_respawn_immunity.is_immune(hitter) then
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hud_event.new(hname, {
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name = "ctf_respawn_immunity:end",
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color = 0xFF8C00,
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value = "Your immunity has ended!",
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})
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immune_players[hname] = nil
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ctf_respawn_immunity.update_effects(hitter)
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end
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return old_can_attack(player, hitter, ...)
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end
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minetest.register_on_joinplayer(ctf_respawn_immunity.set_immune)
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minetest.register_on_respawnplayer(ctf_respawn_immunity.set_immune)
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