v2.0.0: the hero is now always interrupted by serious damage

This commit is contained in:
Evan Debenham
2022-11-03 15:04:24 -04:00
parent e00474ddcf
commit 9a488883a8

View File

@@ -1230,6 +1230,8 @@ public class Hero extends Char {
if (buff(TimekeepersHourglass.timeStasis.class) != null)
return;
//regular damage interrupt, triggers on any damage except specific mild DOT effects
// unless the player recently hit 'continue moving', in which case this is ignored
if (!(src instanceof Hunger || src instanceof Viscosity.DeferedDamage) && damageInterrupt) {
interrupt();
resting = false;
@@ -1292,6 +1294,10 @@ public class Hero extends Char {
} else {
Sample.INSTANCE.play(Assets.Sounds.HEALTH_WARN, 1/3f + flashIntensity * 4f);
}
//hero gets interrupted on taking serious damage, regardless of any other factor
interrupt();
resting = false;
damageInterrupt = true;
}
}
}