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author | MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com> | 2012-11-12 16:35:10 +0200 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2012-11-25 19:14:24 +0200 |
commit | 756db8174aa6a05eb998cfcec8eb5127053c5ea9 (patch) | |
tree | af1c77b7bf4e6862095ef3524a995b0de49e606b /src/content_sao.h | |
parent | fa67b46c042ed4df97102dabf9f1e7bc454b2acb (diff) | |
download | minetest-756db8174aa6a05eb998cfcec8eb5127053c5ea9.tar.gz minetest-756db8174aa6a05eb998cfcec8eb5127053c5ea9.tar.bz2 minetest-756db8174aa6a05eb998cfcec8eb5127053c5ea9.zip |
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.h | 24 |
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; |