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Prevents adding damage after round has ended
Because it created double round endings, which led to crashes. Also moved inBetweenRound state from PlayerController to GameController.
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c068592915
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3a5af058ef
7 changed files with 36 additions and 26 deletions
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@ -13,7 +13,7 @@ function (Doll, PlayerController, Settings, Nc, Exception, ColorConverter, Spect
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"use strict";
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function Player (id, physicsEngine, user) {
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function Player (id, physicsEngine, user, revealedGameController) {
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this.stats = {
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health: 100,
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deaths: 0,
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@ -27,7 +27,9 @@ function (Doll, PlayerController, Settings, Nc, Exception, ColorConverter, Spect
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this.id = id;
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this.spawned = false;
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this.holdingItem = null;
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this.inBetweenRounds = true;
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this.spectatorDoll = new SpectatorDoll(this.physicsEngine, "spectatorDoll-" + this.id, this);
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this.revealedGameController = revealedGameController;
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}
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Player.prototype.getNickname = function() {
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@ -185,7 +187,11 @@ function (Doll, PlayerController, Settings, Nc, Exception, ColorConverter, Spect
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}
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Player.prototype.setInBetweenRounds = function(inBetweenRounds) {
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return this.playerController.setInBetweenRounds(inBetweenRounds);
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this.inBetweenRounds = inBetweenRounds;
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};
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Player.prototype.isInBetweenRounds = function() {
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return this.inBetweenRounds;
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};
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return Player;
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