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			342 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			342 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest-c55
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| Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU General Public License as published by
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| the Free Software Foundation; either version 2 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU General Public License for more details.
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| 
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| You should have received a copy of the GNU General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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| /*
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| (c) 2010 Perttu Ahola <celeron55@gmail.com>
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| */
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| 
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| #ifndef PLAYER_HEADER
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| #define PLAYER_HEADER
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| 
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| #include "common_irrlicht.h"
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| #include "inventory.h"
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| 
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| #define PLAYERNAME_SIZE 20
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| 
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| #define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_.,"
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| 
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| class Map;
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| 
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| class Player
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| {
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| public:
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| 	Player();
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| 	virtual ~Player();
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| 
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| 	void resetInventory();
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| 
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| 	//void move(f32 dtime, Map &map);
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| 	virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
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| 
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| 	v3f getSpeed()
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| 	{
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| 		return m_speed;
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| 	}
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| 
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| 	void setSpeed(v3f speed)
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| 	{
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| 		m_speed = speed;
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| 	}
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| 	
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| 	// Y direction is ignored
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| 	void accelerate(v3f target_speed, f32 max_increase);
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| 
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| 	v3f getPosition()
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| 	{
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| 		return m_position;
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| 	}
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| 
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| 	virtual void setPosition(v3f position)
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| 	{
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| 		m_position = position;
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| 	}
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| 
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| 	void setPitch(f32 pitch)
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| 	{
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| 		m_pitch = pitch;
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| 	}
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| 
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| 	virtual void setYaw(f32 yaw)
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| 	{
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| 		m_yaw = yaw;
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| 	}
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| 
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| 	f32 getPitch()
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| 	{
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| 		return m_pitch;
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| 	}
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| 
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| 	f32 getYaw()
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| 	{
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| 		return m_yaw;
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| 	}
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| 
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| 	virtual void updateName(const char *name)
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| 	{
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| 		snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
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| 	}
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| 
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| 	const char * getName()
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| 	{
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| 		return m_name;
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| 	}
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| 
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| 	virtual bool isLocal() const = 0;
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| 
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| 	virtual void updateLight(u8 light_at_pos) {};
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| 	
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| 	// NOTE: Use peer_id == 0 for disconnected
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| 	/*virtual bool isClientConnected() { return false; }
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| 	virtual void setClientConnected(bool) {}*/
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| 	
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| 	/*
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| 		serialize() writes a bunch of text that can contain
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| 		any characters except a '\0', and such an ending that
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| 		deSerialize stops reading exactly at the right point.
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| 	*/
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| 	void serialize(std::ostream &os);
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| 	void deSerialize(std::istream &is);
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| 
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| 	bool touching_ground;
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| 	// This oscillates so that the player jumps a bit above the surface
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| 	bool in_water;
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| 	// This is more stable and defines the maximum speed of the player
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| 	bool in_water_stable;
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| 	bool swimming_up;
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| 	
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| 	Inventory inventory;
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| 
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| 	u16 peer_id;
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| 
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| protected:
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| 	char m_name[PLAYERNAME_SIZE];
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| 	f32 m_pitch;
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| 	f32 m_yaw;
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| 	v3f m_speed;
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| 	v3f m_position;
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| };
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| 
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| /*
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| 	Player on the server
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| */
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| 
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| class ServerRemotePlayer : public Player
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| {
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| public:
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| 	ServerRemotePlayer()
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| 	{
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| 	}
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| 	virtual ~ServerRemotePlayer()
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| 	{
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| 	}
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| 
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| 	virtual bool isLocal() const
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| 	{
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| 		return false;
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| 	}
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| 
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| 	virtual void move(f32 dtime, Map &map, f32 pos_max_d)
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| 	{
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| 	}
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| 	
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| private:
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| };
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| 
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| #ifndef SERVER
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| 
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| /*
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| 	All the other players on the client are these
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| */
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| 
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| class RemotePlayer : public Player, public scene::ISceneNode
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| {
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| public:
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| 	RemotePlayer(
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| 		scene::ISceneNode* parent=NULL,
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| 		IrrlichtDevice *device=NULL,
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| 		s32 id=0);
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| 	
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| 	virtual ~RemotePlayer();
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| 
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| 	/*
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| 		ISceneNode methods
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| 	*/
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| 
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| 	virtual void OnRegisterSceneNode()
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| 	{
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| 		if (IsVisible)
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| 			SceneManager->registerNodeForRendering(this);
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| 
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| 		ISceneNode::OnRegisterSceneNode();
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| 	}
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| 
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| 	virtual void render()
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| 	{
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| 		// Do nothing
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| 	}
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| 	
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| 	virtual const core::aabbox3d<f32>& getBoundingBox() const
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| 	{
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| 		return m_box;
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| 	}
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| 
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| 	void setPosition(v3f position)
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| 	{
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| 		m_oldpos = m_showpos;
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| 		
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| 		if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
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| 			m_pos_animation_time = m_pos_animation_time_counter;
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| 		else
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| 			m_pos_animation_time = m_pos_animation_time * 0.9
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| 					+ m_pos_animation_time_counter * 0.1;
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| 		m_pos_animation_time_counter = 0;
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| 		m_pos_animation_counter = 0;
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| 		
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| 		Player::setPosition(position);
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| 		//ISceneNode::setPosition(position);
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| 	}
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| 
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| 	virtual void setYaw(f32 yaw)
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| 	{
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| 		Player::setYaw(yaw);
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| 		ISceneNode::setRotation(v3f(0, -yaw, 0));
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| 	}
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| 
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| 	bool isLocal() const
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| 	{
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| 		return false;
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| 	}
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| 
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| 	void updateName(const char *name);
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| 
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| 	virtual void updateLight(u8 light_at_pos)
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| 	{
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| 		if(m_node == NULL)
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| 			return;
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| 
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| 		u8 li = decode_light(light_at_pos);
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| 		video::SColor color(255,li,li,li);
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| 
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| 		scene::IMesh *mesh = m_node->getMesh();
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| 		
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| 		u16 mc = mesh->getMeshBufferCount();
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| 		for(u16 j=0; j<mc; j++)
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| 		{
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| 			scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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| 			video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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| 			u16 vc = buf->getVertexCount();
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| 			for(u16 i=0; i<vc; i++)
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| 			{
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| 				vertices[i].Color = color;
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| 			}
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| 		}
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| 	}
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| 	
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| 	void move(f32 dtime, Map &map, f32 pos_max_d);
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| 
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| private:
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| 	scene::IMeshSceneNode *m_node;
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| 	scene::ITextSceneNode* m_text;
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| 	core::aabbox3d<f32> m_box;
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| 
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| 	v3f m_oldpos;
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| 	f32 m_pos_animation_counter;
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| 	f32 m_pos_animation_time;
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| 	f32 m_pos_animation_time_counter;
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| 	v3f m_showpos;
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| };
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| 
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| #endif // !SERVER
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| 
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| #ifndef SERVER
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| struct PlayerControl
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| {
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| 	PlayerControl()
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| 	{
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| 		up = false;
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| 		down = false;
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| 		left = false;
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| 		right = false;
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| 		jump = false;
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| 		aux1 = false;
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| 		sneak = false;
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| 		pitch = 0;
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| 		yaw = 0;
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| 	}
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| 	PlayerControl(
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| 		bool a_up,
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| 		bool a_down,
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| 		bool a_left,
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| 		bool a_right,
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| 		bool a_jump,
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| 		bool a_aux1,
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| 		bool a_sneak,
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| 		float a_pitch,
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| 		float a_yaw
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| 	)
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| 	{
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| 		up = a_up;
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| 		down = a_down;
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| 		left = a_left;
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| 		right = a_right;
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| 		jump = a_jump;
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| 		aux1 = a_aux1;
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| 		sneak = a_sneak;
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| 		pitch = a_pitch;
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| 		yaw = a_yaw;
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| 	}
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| 	bool up;
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| 	bool down;
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| 	bool left;
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| 	bool right;
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| 	bool jump;
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| 	bool aux1;
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| 	bool sneak;
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| 	float pitch;
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| 	float yaw;
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| };
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| 
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| class LocalPlayer : public Player
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| {
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| public:
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| 	LocalPlayer();
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| 	virtual ~LocalPlayer();
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| 
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| 	bool isLocal() const
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| 	{
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| 		return true;
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| 	}
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| 
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| 	void move(f32 dtime, Map &map, f32 pos_max_d);
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| 
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| 	void applyControl(float dtime);
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| 	
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| 	PlayerControl control;
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| 
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| private:
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| 	// This is used for determining the sneaking range
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| 	v3s16 m_sneak_node;
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| 	// Whether the player is allowed to sneak
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| 	bool m_sneak_node_exists;
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| };
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| #endif // !SERVER
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| 
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| #endif
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| 
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