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Add option to give every object a nametag
or change the nametag text of players
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@@ -43,7 +43,9 @@ ObjectProperties::ObjectProperties():
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stepheight(0),
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automatic_face_movement_dir(false),
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automatic_face_movement_dir_offset(0.0),
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backface_culling(true)
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backface_culling(true),
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nametag(""),
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nametag_color(255, 255, 255, 255)
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{
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textures.push_back("unknown_object.png");
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colors.push_back(video::SColor(255,255,255,255));
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@@ -76,6 +78,9 @@ std::string ObjectProperties::dump()
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os<<", makes_footstep_sound="<<makes_footstep_sound;
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os<<", automatic_rotate="<<automatic_rotate;
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os<<", backface_culling="<<backface_culling;
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os << ", nametag=" << nametag;
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os << ", nametag_color=" << "\"" << nametag_color.getAlpha() << "," << nametag_color.getRed()
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<< "," << nametag_color.getGreen() << "," << nametag_color.getBlue() << "\" ";
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return os.str();
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}
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@@ -109,6 +114,8 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeU8(os, automatic_face_movement_dir);
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writeF1000(os, automatic_face_movement_dir_offset);
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writeU8(os, backface_culling);
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os << serializeString(nametag);
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writeARGB8(os, nametag_color);
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// Add stuff only at the bottom.
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// Never remove anything, because we don't want new versions of this
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}
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@@ -146,6 +153,8 @@ void ObjectProperties::deSerialize(std::istream &is)
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automatic_face_movement_dir = readU8(is);
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automatic_face_movement_dir_offset = readF1000(is);
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backface_culling = readU8(is);
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nametag = deSerializeString(is);
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nametag_color = readARGB8(is);
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}catch(SerializationError &e){}
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}
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else
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