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mirror of https://github.com/luanti-org/luanti.git synced 2025-10-24 21:35:21 +02:00

A bunch of fixes

No longer hide players who are dead. With models, a death animation should be used instead

Some changes requested by celeron55

Rename a lot of things in the code, and use better lua api function names

Minor code corrections

Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
This commit is contained in:
MirceaKitsune
2012-11-12 16:35:10 +02:00
committed by Perttu Ahola
parent fa67b46c04
commit 756db8174a
13 changed files with 144 additions and 156 deletions

View File

@@ -62,8 +62,8 @@ public:
void setHP(s16 hp);
s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimations(v2f frames, float frame_speed, float frame_blend);
void setBonePosRot(std::string bone, v3f position, v3f rotation);
void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
void setBonePosition(std::string bone, v3f position, v3f rotation);
void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation);
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
@@ -101,13 +101,13 @@ private:
float m_last_sent_move_precision;
bool m_armor_groups_sent;
v2f m_animation_frames;
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
bool m_animations_sent;
bool m_animation_sent;
std::map<std::string, core::vector2d<v3f> > m_animation_bone;
bool m_animations_bone_sent;
std::map<std::string, core::vector2d<v3f> > m_bone_position;
bool m_bone_position_sent;
int m_attachment_parent_id;
std::string m_attachment_bone;
@@ -161,8 +161,8 @@ public:
void setHP(s16 hp);
void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimations(v2f frames, float frame_speed, float frame_blend);
void setBonePosRot(std::string bone, v3f position, v3f rotation);
void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
void setBonePosition(std::string bone, v3f position, v3f rotation);
void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation);
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
@@ -260,13 +260,13 @@ private:
std::set<std::string> m_privs;
bool m_is_singleplayer;
v2f m_animation_frames;
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
bool m_animations_sent;
bool m_animation_sent;
std::map<std::string, core::vector2d<v3f> > m_animation_bone; // stores position and rotation for each bone name
bool m_animations_bone_sent;
std::map<std::string, core::vector2d<v3f> > m_bone_position; // Stores position and rotation for each bone name
bool m_bone_position_sent;
int m_attachment_parent_id;
std::string m_attachment_bone;