capturetheflag/mods/respawn_immunity/init.lua
2017-11-07 00:32:35 +00:00

47 lines
1.3 KiB
Lua

respawn_immunity = {}
local IMMUNE_TIME = 10
local immune_serial = 0
local immune_players = {}
function respawn_immunity.is_immune(player)
return immune_players[player:get_player_name()]
end
function respawn_immunity.update_effects(player)
-- TODO: transparent player when immune
--
-- if immune_players[player:get_player_name()] then
-- player:set_texture_mod("[multiply:#1f1")
-- else
-- player:set_texture_mod(nil)
-- end
end
function respawn_immunity.set_immune(player)
immune_serial = immune_serial + 1
immune_players[player:get_player_name()] = immune_serial
minetest.after(1, function()
respawn_immunity.update_effects(player)
end)
-- Set time out
minetest.after(IMMUNE_TIME, function(id)
if immune_players[player:get_player_name()] == id then
immune_players[player:get_player_name()] = nil
respawn_immunity.update_effects(player)
end
end, immune_serial)
end
table.insert(minetest.registered_on_punchplayers, 1, function(player, hitter,
time_from_last_punch, tool_capabilities, dir, damage)
if player and respawn_immunity.is_immune(player) then
minetest.chat_send_player(hitter:get_player_name(),
player:get_player_name() .. " just respawned or joined, and is immune to attacks!")
return true
end
end)
minetest.register_on_joinplayer(respawn_immunity.set_immune)
minetest.register_on_dieplayer(respawn_immunity.set_immune)