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			345 lines
		
	
	
		
			8.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			345 lines
		
	
	
		
			8.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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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 Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser 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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#ifndef CONTENT_SAO_HEADER
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#define CONTENT_SAO_HEADER
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#include "serverobject.h"
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#include "itemgroup.h"
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#include "player.h"
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#include "object_properties.h"
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/*
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	LuaEntitySAO needs some internals exposed.
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*/
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class LuaEntitySAO : public ServerActiveObject
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{
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public:
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	LuaEntitySAO(ServerEnvironment *env, v3f pos,
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	             const std::string &name, const std::string &state);
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	~LuaEntitySAO();
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	ActiveObjectType getType() const
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	{ return ACTIVEOBJECT_TYPE_LUAENTITY; }
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	ActiveObjectType getSendType() const
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	{ return ACTIVEOBJECT_TYPE_GENERIC; }
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	virtual void addedToEnvironment(u32 dtime_s);
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	static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
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			const std::string &data);
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	bool isAttached();
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	void step(float dtime, bool send_recommended);
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	std::string getClientInitializationData(u16 protocol_version);
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	std::string getStaticData();
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	int punch(v3f dir,
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			const ToolCapabilities *toolcap=NULL,
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			ServerActiveObject *puncher=NULL,
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			float time_from_last_punch=1000000);
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	void rightClick(ServerActiveObject *clicker);
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	void setPos(v3f pos);
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	void moveTo(v3f pos, bool continuous);
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	float getMinimumSavedMovement();
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	std::string getDescription();
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	void setHP(s16 hp);
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	s16 getHP() const;
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	void setArmorGroups(const ItemGroupList &armor_groups);
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	ItemGroupList getArmorGroups();
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	void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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	void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
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	void setBonePosition(const std::string &bone, v3f position, v3f rotation);
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	void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
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	void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
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	void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
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	void addAttachmentChild(int child_id);
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	void removeAttachmentChild(int child_id);
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	std::set<int> getAttachmentChildIds();
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	ObjectProperties* accessObjectProperties();
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	void notifyObjectPropertiesModified();
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	/* LuaEntitySAO-specific */
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	void setVelocity(v3f velocity);
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	v3f getVelocity();
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	void setAcceleration(v3f acceleration);
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	v3f getAcceleration();
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	void setYaw(float yaw);
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	float getYaw();
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	void setTextureMod(const std::string &mod);
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	void setSprite(v2s16 p, int num_frames, float framelength,
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			bool select_horiz_by_yawpitch);
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	std::string getName();
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	bool getCollisionBox(aabb3f *toset);
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	bool collideWithObjects();
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private:
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	std::string getPropertyPacket();
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	void sendPosition(bool do_interpolate, bool is_movement_end);
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	std::string m_init_name;
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	std::string m_init_state;
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	bool m_registered;
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	struct ObjectProperties m_prop;
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	s16 m_hp;
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	v3f m_velocity;
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	v3f m_acceleration;
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	float m_yaw;
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	ItemGroupList m_armor_groups;
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	bool m_properties_sent;
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	float m_last_sent_yaw;
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	v3f m_last_sent_position;
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	v3f m_last_sent_velocity;
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	float m_last_sent_position_timer;
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	float m_last_sent_move_precision;
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	bool m_armor_groups_sent;
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	v2f m_animation_range;
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	float m_animation_speed;
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	float m_animation_blend;
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	bool m_animation_loop;
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	bool m_animation_sent;
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	std::map<std::string, core::vector2d<v3f> > m_bone_position;
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	bool m_bone_position_sent;
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	int m_attachment_parent_id;
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	std::set<int> m_attachment_child_ids;
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	std::string m_attachment_bone;
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	v3f m_attachment_position;
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	v3f m_attachment_rotation;
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	bool m_attachment_sent;
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};
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/*
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	PlayerSAO needs some internals exposed.
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*/
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class LagPool
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{
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	float m_pool;
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	float m_max;
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public:
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	LagPool(): m_pool(15), m_max(15)
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	{}
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	void setMax(float new_max)
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	{
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		m_max = new_max;
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		if(m_pool > new_max)
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			m_pool = new_max;
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	}
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	void add(float dtime)
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	{
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		m_pool -= dtime;
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		if(m_pool < 0)
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			m_pool = 0;
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	}
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	bool grab(float dtime)
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	{
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		if(dtime <= 0)
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			return true;
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		if(m_pool + dtime > m_max)
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			return false;
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		m_pool += dtime;
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		return true;
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	}
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};
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class PlayerSAO : public ServerActiveObject
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{
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public:
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	PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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			const std::set<std::string> &privs, bool is_singleplayer);
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	~PlayerSAO();
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	ActiveObjectType getType() const
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	{ return ACTIVEOBJECT_TYPE_PLAYER; }
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	ActiveObjectType getSendType() const
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	{ return ACTIVEOBJECT_TYPE_GENERIC; }
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	std::string getDescription();
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	/*
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		Active object <-> environment interface
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	*/
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	void addedToEnvironment(u32 dtime_s);
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	void removingFromEnvironment();
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	bool isStaticAllowed() const;
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	std::string getClientInitializationData(u16 protocol_version);
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	std::string getStaticData();
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	bool isAttached();
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	void step(float dtime, bool send_recommended);
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	void setBasePosition(const v3f &position);
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	void setPos(v3f pos);
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	void moveTo(v3f pos, bool continuous);
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	void setYaw(float);
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	void setPitch(float);
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	/*
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		Interaction interface
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	*/
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	int punch(v3f dir,
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		const ToolCapabilities *toolcap,
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		ServerActiveObject *puncher,
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		float time_from_last_punch);
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	void rightClick(ServerActiveObject *clicker);
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	s16 getHP() const;
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	void setHP(s16 hp);
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	s16 readDamage();
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	u16 getBreath() const;
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	void setBreath(u16 breath);
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	void setArmorGroups(const ItemGroupList &armor_groups);
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	ItemGroupList getArmorGroups();
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	void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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	void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
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	void setBonePosition(const std::string &bone, v3f position, v3f rotation);
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	void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
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	void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
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	void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
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	void addAttachmentChild(int child_id);
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	void removeAttachmentChild(int child_id);
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	std::set<int> getAttachmentChildIds();
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	ObjectProperties* accessObjectProperties();
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	void notifyObjectPropertiesModified();
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	/*
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		Inventory interface
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	*/
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	Inventory* getInventory();
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	const Inventory* getInventory() const;
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	InventoryLocation getInventoryLocation() const;
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	std::string getWieldList() const;
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	int getWieldIndex() const;
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	void setWieldIndex(int i);
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	/*
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		PlayerSAO-specific
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	*/
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	void disconnected();
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	Player* getPlayer()
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	{
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		return m_player;
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	}
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	u16 getPeerID() const
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	{
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		return m_peer_id;
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	}
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	// Cheat prevention
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	v3f getLastGoodPosition() const
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	{
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		return m_last_good_position;
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	}
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	float resetTimeFromLastPunch()
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	{
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		float r = m_time_from_last_punch;
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		m_time_from_last_punch = 0.0;
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		return r;
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	}
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	void noCheatDigStart(v3s16 p)
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	{
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		m_nocheat_dig_pos = p;
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		m_nocheat_dig_time = 0;
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	}
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	v3s16 getNoCheatDigPos()
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	{
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		return m_nocheat_dig_pos;
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	}
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	float getNoCheatDigTime()
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	{
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		return m_nocheat_dig_time;
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	}
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	void noCheatDigEnd()
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	{
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		m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
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	}
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	LagPool& getDigPool()
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	{
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		return m_dig_pool;
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	}
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	// Returns true if cheated
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	bool checkMovementCheat();
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	// Other
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	void updatePrivileges(const std::set<std::string> &privs,
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			bool is_singleplayer)
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	{
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		m_privs = privs;
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		m_is_singleplayer = is_singleplayer;
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	}
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	bool getCollisionBox(aabb3f *toset);
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	bool collideWithObjects();
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private:
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	std::string getPropertyPacket();
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	Player *m_player;
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	u16 m_peer_id;
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	Inventory *m_inventory;
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	s16 m_damage;
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	// Cheat prevention
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	LagPool m_dig_pool;
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	LagPool m_move_pool;
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	v3f m_last_good_position;
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	float m_time_from_last_punch;
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	v3s16 m_nocheat_dig_pos;
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	float m_nocheat_dig_time;
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	int m_wield_index;
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	bool m_position_not_sent;
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	ItemGroupList m_armor_groups;
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	bool m_armor_groups_sent;
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	bool m_properties_sent;
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	struct ObjectProperties m_prop;
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	// Cached privileges for enforcement
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	std::set<std::string> m_privs;
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	bool m_is_singleplayer;
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	v2f m_animation_range;
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	float m_animation_speed;
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	float m_animation_blend;
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	bool m_animation_loop;
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	bool m_animation_sent;
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	std::map<std::string, core::vector2d<v3f> > m_bone_position; // Stores position and rotation for each bone name
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	bool m_bone_position_sent;
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	int m_attachment_parent_id;
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	std::set<int> m_attachment_child_ids;
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	std::string m_attachment_bone;
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	v3f m_attachment_position;
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	v3f m_attachment_rotation;
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	bool m_attachment_sent;
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public:
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	float m_physics_override_speed;
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	float m_physics_override_jump;
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	float m_physics_override_gravity;
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	bool m_physics_override_sneak;
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	bool m_physics_override_sneak_glitch;
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	bool m_physics_override_sent;
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};
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#endif
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