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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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