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authorPhilipp Sehmisch <mana@crushnet.org>2010-05-29 15:28:45 +0200
committerPhilipp Sehmisch <mana@crushnet.org>2010-05-29 15:28:45 +0200
commitb74b181556b9c8e166cb399ef62ce4de76f29883 (patch)
treeeccfbdabf35791d7789c8d332798633e579c36ff /src
parent32018c0b78bd5408ec5032ac5960a2b640ed89f9 (diff)
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Made disabling of HP regeneration during combat configurable
Reviewed-by: Bertram
Diffstat (limited to 'src')
-rw-r--r--src/game-server/being.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/game-server/being.cpp b/src/game-server/being.cpp
index fc909c0..0e885de 100644
--- a/src/game-server/being.cpp
+++ b/src/game-server/being.cpp
@@ -23,6 +23,7 @@
#include "game-server/being.hpp"
#include "defines.h"
+#include "common/configuration.hpp"
#include "game-server/collisiondetection.hpp"
#include "game-server/eventlistener.hpp"
#include "game-server/mapcomposite.hpp"
@@ -92,7 +93,7 @@ int Being::damage(Actor *, const Damage &damage)
LOG_DEBUG("Being " << getPublicID() << " suffered "<<HPloss<<" damage. HP: "<<HP.base + HP.mod<<"/"<<HP.base);
HP.mod -= HPloss;
modifiedAttribute(BASE_ATTR_HP);
- setTimerSoft(T_B_HP_REGEN, 50); // no HP regen for 5 seconds after being hit
+ setTimerSoft(T_B_HP_REGEN, Configuration::getValue("hpRegenBreakAfterHit", 0)); // no HP regen after being hit
} else {
HPloss = 0;
}