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watertype / slime

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redrum Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York |

Posted: Mon Jan 14, 2008 3:39 am Post subject: watertype / slime |

Guys, I need a little help. I have proportional fall damage. I want to change it so that you take no damage when you fall into slime or water. I was able to get it so that you take no damage when you fall in water, but the slime is giving me trouble.
Take a look at this bit of code and tell me what you think:

Code:
if (self.jump_flag <= -450 && self.jump_flag >= -600) if (self.watertype != CONTENT_WATER) if (self.watertype != CONTENT_SLIME) { r = self.jump_flag - (self.jump_flag * 2);
r = r / 80;
sound (self, CHAN_VOICE, "player/land2.wav", .8, ATTN_NORM);
self.deathtype = "falling";
T_Damage (self, world, world, r);
}

Thanks!
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jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Tue Jan 15, 2008 9:35 pm Post subject: |

Maybe this would work: This zeroes the damage if it's water or slime and only play sounds and damage self if there's something in r

Code:
if (self.jump_flag <= -450 && self.jump_flag >= -600) { r = self.jump_flag - (self.jump_flag * 2); r = r / 80; if (self.watertype == CONTENT_WATER || self.watertype == CONTENT_SLIME)
r = 0;
if (r > 0)
{
sound (self, CHAN_VOICE, "player/land2.wav", .8, ATTN_NORM);
self.deathtype = "falling";
T_Damage (self, world, world, r);
}
}

I haven't tested it, but it might make thin layers of water or slime remove the falling damage.
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redrum Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York |

Posted: Tue Jan 15, 2008 9:50 pm Post subject: |

Thanks jim, I'll give it a shot! _________________ Welcome to the Overlook Hotel 69.113.123.178:27500

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Wed Jan 16, 2008 1:45 am Post subject: |

jim wrote:
I haven't tested it, but it might make thin layers of water or slime remove the falling damage.

You might want to use the waterlevel field too. I don't remember its exact values though.
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