From 948b5a8be7b13a346c873c157567a72b4e7e320a Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Sat, 27 Oct 2012 15:14:24 +0300 Subject: 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. --- src/genericobject.cpp | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) (limited to 'src/genericobject.cpp') diff --git a/src/genericobject.cpp b/src/genericobject.cpp index 482dbbc78..480c4209d 100644 --- a/src/genericobject.cpp +++ b/src/genericobject.cpp @@ -104,23 +104,25 @@ std::string gob_cmd_set_animations(v2f frames, float frame_speed, float frame_bl return os.str(); } -// Part of the attachment structure, not used yet! -std::string gob_cmd_set_attachment() // <- parameters here +std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation) { std::ostringstream os(std::ios::binary); // command - writeU8(os, GENERIC_CMD_SET_ATTACHMENT); + writeU8(os, GENERIC_CMD_SET_BONE_POSROT); // parameters - // Parameters go here + os<