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authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>2012-11-12 16:35:10 +0200
committerPerttu Ahola <celeron55@gmail.com>2012-11-25 19:14:24 +0200
commit756db8174aa6a05eb998cfcec8eb5127053c5ea9 (patch)
treeaf1c77b7bf4e6862095ef3524a995b0de49e606b /src/content_sao.h
parentfa67b46c042ed4df97102dabf9f1e7bc454b2acb (diff)
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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
Diffstat (limited to 'src/content_sao.h')
-rw-r--r--src/content_sao.h24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/content_sao.h b/src/content_sao.h
index f6e0bac5b..392c3f923 100644
--- a/src/content_sao.h
+++ b/src/content_sao.h
@@ -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;