diff --git a/src/Game/HealthSystem.cpp b/src/Game/HealthSystem.cpp index 41f60ce5..7a1d5005 100644 --- a/src/Game/HealthSystem.cpp +++ b/src/Game/HealthSystem.cpp @@ -19,22 +19,29 @@ void HealthSystem::UpdateComponent(World *world, ComponentWrapper &health, doubl for (size_t i = m_DeltaHealthVector.size(); i > 0; i--) { auto deltaHP = m_DeltaHealthVector[i - 1]; - //if we have a healthchange for the current player, then apply it - if (std::get<0>(deltaHP) == player.EntityID) { + //if we have a healthchange for the current player and health is greater than 0, then apply it + if (std::get<0>(deltaHP) == player.EntityID && (double)health["Health"] > 0.0f) { //get the deltaHP value from the tuple and make sure you dont get more than maxHealth double newHealth = std::min((double)health["Health"] + (double)std::get<1>(deltaHP), maxHealth); health["Health"] = newHealth; m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1); + //check if health is <= 0 + if ((double)health["Health"] <= 0.0f) { + //publish death event + Events::PlayerDeath e; + e.PlayerID = player.EntityID; + m_EventBroker->Publish(e); + //clear the remaining hpDeltas for the dead player + for (size_t j = m_DeltaHealthVector.size(); j > 0; j--) + { + if (std::get<0>(m_DeltaHealthVector[j - 1]) == player.EntityID) + m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1); + } + //break the loop if the player is dead + break; + } } } - - //check if health is <= 0 - if ((double)health["Health"] <= 0.0f) { - //publish death event - Events::PlayerDeath e; - e.PlayerID = player.EntityID; - m_EventBroker->Publish(e); - } } bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e)