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223</*
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.
*/
#pragma once
#include "player.h"
#include "environment.h"
#include "constants.h"
#include "settings.h"
#include "lighting.h"
#include <list>
class Client;
class Environment;
class GenericCAO;
class ClientActiveObject;
class ClientEnvironment;
class IGameDef;
struct collisionMoveResult;
enum LocalPlayerAnimations
{
NO_ANIM,
WALK_ANIM,
DIG_ANIM,
WD_ANIM
}; // no local animation, walking, digging, both
class LocalPlayer : public Player
{
public:
LocalPlayer(Client *client, const char *name);
virtual ~LocalPlayer() = default;
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
u16 hp = 0;
bool touching_ground = false;
// This oscillates so that the player jumps a bit above the surface
bool in_liquid = false;
// This is more stable and defines the maximum speed of the player
bool in_liquid_stable = false;
// Slows down the player when moving through
u8 move_resistance = 0;
bool is_climbing = false;
bool swimming_vertical = false;
bool swimming_pitch = false;
float physics_override_speed = 1.0f;
float physics_override_jump = 1.0f;
float physics_override_gravity = 1.0f;
bool physics_override_sneak = true;
bool physics_override_sneak_glitch = false;
// Temporary option for old move code
bool physics_override_new_move = true;
void move(f32 dtime, Environment *env, f32 pos_max_d);
void move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
// Temporary option for old move code
void old_move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
void applyControl(float dtime, Environment *env);
v3s16 getStandingNodePos444
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<
std::string hotbar_selected_image = "";
video::SColor light_color = video::SColor
f32 m_sneak_node_bb_ymax = 0.0f;
// Whether recalculation of m_sneak_node and its top bbox is needed
bool m_need_to_get_new_sneak_node = true;
// Node below player, used to determine whether it has been removed,
// and its old type
v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
std::string m_old_node_below_type = "air";
// ***** End of variables for temporary option *****
bool m_can_jump = false;
bool m_disable_jump = false;
u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
f32 m_yaw = 0.0f;
f32 m_pitch = 0.0f;
bool camera_barely_in_ceiling = false;
aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
BS * 1.75f, BS * 0.30f);
float m_eye_height = 1.625f;
float m_zoom_fov = 0.0f;
bool m_autojump = false;
float m_autojump_time = 0.0f;
v3f added_velocity = v3f(0.0f); // cleared on each move()
// TODO: Rename to adhere to convention: added_velocity --> m_added_velocity
GenericCAO *m_cao = nullptr;
Client *m_client;
Lighting m_lighting;
};
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