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authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>2012-10-27 15:14:24 +0300
committerPerttu Ahola <celeron55@gmail.com>2012-11-25 18:14:15 +0200
commit948b5a8be7b13a346c873c157567a72b4e7e320a (patch)
treece5a770f27043ee1b4ec21e3730d959c559ce6fe /src/content_sao.h
parente42eeec8f626acbaa54ae31c10ca06c868c7931c (diff)
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Complete the attachment framework.
The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment: // Attachments need to be handled on both the server and client. // If we attach only on the server, models (which are client-side) // can't be read so we don't know the origin and orientation of bones. // If we attach only on the client, the real position of attachments is // not updated and you can't click them for example.
Diffstat (limited to 'src/content_sao.h')
-rw-r--r--src/content_sao.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/content_sao.h b/src/content_sao.h
index a89f2ddd4..e4d81cd2d 100644
--- a/src/content_sao.h
+++ b/src/content_sao.h
@@ -99,6 +99,7 @@ private:
float m_last_sent_position_timer;
float m_last_sent_move_precision;
bool m_armor_groups_sent;
+ ServerActiveObject *m_parent;
};
/*
@@ -235,6 +236,7 @@ private:
bool m_position_not_sent;
ItemGroupList m_armor_groups;
bool m_armor_groups_sent;
+ ServerActiveObject *m_parent;
bool m_properties_sent;
struct ObjectProperties m_prop;
// Cached privileges for enforcement