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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef LOCALPLAYER_HEADER
#define LOCALPLAYER_HEADER
#include "player.h"
#include <list>
class LocalPlayer : public Player
{
public:
LocalPlayer(IGameDef *gamedef);
virtual ~LocalPlayer();
bool isLocal() const
{
return true;
}
bool isAttached;
v3f overridePosition;
void move(f32 dtime, Map &map, f32 pos_max_d,
std::list<CollisionInfo> *collision_info);
void move(f32 dtime, Map &map, f32 pos_max_d);
void applyControl(float dtime);
v3s16 getStandingNodePos();
// Used to check if anything changed and prevent sending packets if not
v3f last_position;
v3f last_speed;
float last_pitch;
float last_yaw;
unsigned int last_keyPressed;
private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;
// Whether the player is allowed to sneak
bool m_sneak_node_exists;
// Node below player, used to determine whether it has been removed,
// and its old type
v3s16 m_old_node_below;
std::string m_old_node_below_type;
// Whether recalculation of the sneak node is needed
bool m_need_to_get_new_sneak_node;
bool m_can_jump;
};
#endif
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