diff options
Diffstat (limited to 'src/content_sao.cpp')
-rw-r--r-- | src/content_sao.cpp | 80 |
1 files changed, 40 insertions, 40 deletions
diff --git a/src/content_sao.cpp b/src/content_sao.cpp index 59f6c3c64..406bd9c68 100644 --- a/src/content_sao.cpp +++ b/src/content_sao.cpp @@ -356,8 +356,8 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos, m_last_sent_position_timer(0), m_last_sent_move_precision(0), m_armor_groups_sent(false), - m_animations_sent(false), - m_animations_bone_sent(false), + m_animation_sent(false), + m_bone_position_sent(false), m_attachment_sent(false) { // Only register type if no environment supplied @@ -537,18 +537,18 @@ void LuaEntitySAO::step(float dtime, bool send_recommended) m_messages_out.push_back(aom); } - if(m_animations_sent == false){ - m_animations_sent = true; - std::string str = gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend); + if(m_animation_sent == false){ + m_animation_sent = true; + std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } - if(m_animations_bone_sent == false){ - m_animations_bone_sent = true; - for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){ - std::string str = gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y); + if(m_bone_position_sent == false){ + m_bone_position_sent = true; + for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ + std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); @@ -575,12 +575,12 @@ std::string LuaEntitySAO::getClientInitializationData() writeF1000(os, m_yaw); writeS16(os, m_hp); - writeU8(os, 4 + m_animation_bone.size()); // number of messages stuffed in here + writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 - os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3 - for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){ - os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size + os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3 + for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ + os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size } os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4 @@ -728,18 +728,18 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups) m_armor_groups_sent = false; } -void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend) +void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend) { - m_animation_frames = frames; + m_animation_range = frame_range; m_animation_speed = frame_speed; m_animation_blend = frame_blend; - m_animations_sent = false; + m_animation_sent = false; } -void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation) +void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation) { - m_animation_bone[bone] = core::vector2d<v3f>(position, rotation); - m_animations_bone_sent = false; + m_bone_position[bone] = core::vector2d<v3f>(position, rotation); + m_bone_position_sent = false; } void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) @@ -884,8 +884,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_, m_properties_sent(true), m_privs(privs), m_is_singleplayer(is_singleplayer), - m_animations_sent(false), - m_animations_bone_sent(false), + m_animation_sent(false), + m_bone_position_sent(false), m_attachment_sent(false), // public m_moved(false), @@ -914,7 +914,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_, m_prop.colors.push_back(video::SColor(255, 255, 255, 255)); m_prop.spritediv = v2s16(1,1); // end of default appearance - m_prop.is_visible = (getHP() != 0); // TODO: Use a death animation instead for mesh players + m_prop.is_visible = true; m_prop.makes_footstep_sound = true; } @@ -973,12 +973,12 @@ std::string PlayerSAO::getClientInitializationData() writeF1000(os, m_player->getYaw()); writeS16(os, getHP()); - writeU8(os, 4 + m_animation_bone.size()); // number of messages stuffed in here + writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 - os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3 - for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){ - os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size + os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3 + for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ + os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size } os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4 @@ -1137,18 +1137,18 @@ void PlayerSAO::step(float dtime, bool send_recommended) m_messages_out.push_back(aom); } - if(m_animations_sent == false){ - m_animations_sent = true; - std::string str = gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend); + if(m_animation_sent == false){ + m_animation_sent = true; + std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } - if(m_animations_bone_sent == false){ - m_animations_bone_sent = true; - for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){ - std::string str = gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y); + if(m_bone_position_sent == false){ + m_bone_position_sent = true; + for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ + std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); @@ -1285,20 +1285,20 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups) m_armor_groups_sent = false; } -void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend) +void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend) { // store these so they can be updated to clients - m_animation_frames = frames; + m_animation_range = frame_range; m_animation_speed = frame_speed; m_animation_blend = frame_blend; - m_animations_sent = false; + m_animation_sent = false; } -void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation) +void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation) { // store these so they can be updated to clients - m_animation_bone[bone] = core::vector2d<v3f>(position, rotation); - m_animations_bone_sent = false; + m_bone_position[bone] = core::vector2d<v3f>(position, rotation); + m_bone_position_sent = false; } void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) @@ -1381,7 +1381,7 @@ void PlayerSAO::disconnected() std::string PlayerSAO::getPropertyPacket() { - m_prop.is_visible = (getHP() != 0); + m_prop.is_visible = (true); return gob_cmd_set_properties(m_prop); } |