aboutsummaryrefslogtreecommitdiff
path: root/src/client/content_cao.cpp
blob: 7c349244fd39875207ff0879566822b196d982c0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
/*
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.
*/

#include "content_cao.h"
#include <IBillboardSceneNode.h>
#include <ICameraSceneNode.h>
#include <ITextSceneNode.h>
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include "client/client.h"
#include "client/renderingengine.h"
#include "client/sound.h"
#include "client/tile.h"
#include "util/basic_macros.h"
#include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
#include "util/serialize.h"
#include "camera.h" // CameraModes
#include "collision.h"
#include "content_cso.h"
#include "environment.h"
#include "itemdef.h"
#include "localplayer.h"
#include "map.h"
#include "mesh.h"
#include "nodedef.h"
#include "serialization.h" // For decompressZlib
#include "settings.h"
#include "sound.h"
#include "tool.h"
#include "wieldmesh.h"
#include <algorithm>
#include <cmath>
#include "client/shader.h"
#include "client/minimap.h"

class Settings;
struct ToolCapabilities;

std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;

template<typename T>
void SmoothTranslator<T>::init(T current)
{
	val_old = current;
	val_current = current;
	val_target = current;
	anim_time = 0;
	anim_time_counter = 0;
	aim_is_end = true;
}

template<typename T>
void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
{
	aim_is_end = is_end_position;
	val_old = val_current;
	val_target = new_target;
	if (update_interval > 0) {
		anim_time = update_interval;
	} else {
		if (anim_time < 0.001 || anim_time > 1.0)
			anim_time = anim_time_counter;
		else
			anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
	}
	anim_time_counter = 0;
}

template<typename T>
void SmoothTranslator<T>::translate(f32 dtime)
{
	anim_time_counter = anim_time_counter + dtime;
	T val_diff = val_target - val_old;
	f32 moveratio = 1.0;
	if (anim_time > 0.001)
		moveratio = anim_time_counter / anim_time;
	f32 move_end = aim_is_end ? 1.0 : 1.5;

	// Move a bit less than should, to avoid oscillation
	moveratio = std::min(moveratio * 0.8f, move_end);
	val_current = val_old + val_diff * moveratio;
}

void SmoothTranslatorWrapped::translate(f32 dtime)
{
	anim_time_counter = anim_time_counter + dtime;
	f32 val_diff = std::abs(val_target - val_old);
	if (val_diff > 180.f)
		val_diff = 360.f - val_diff;

	f32 moveratio = 1.0;
	if (anim_time > 0.001)
		moveratio = anim_time_counter / anim_time;
	f32 move_end = aim_is_end ? 1.0 : 1.5;

	// Move a bit less than should, to avoid oscillation
	moveratio = std::min(moveratio * 0.8f, move_end);
	wrappedApproachShortest(val_current, val_target,
		val_diff * moveratio, 360.f);
}

void SmoothTranslatorWrappedv3f::translate(f32 dtime)
{
	anim_time_counter = anim_time_counter + dtime;

	v3f val_diff_v3f;
	val_diff_v3f.X = std::abs(val_target.X - val_old.X);
	val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
	val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);

	if (val_diff_v3f.X > 180.f)
		val_diff_v3f.X = 360.f - val_diff_v3f.X;

	if (val_diff_v3f.Y > 180.f)
		val_diff_v3f.Y = 360.f - val_diff_v3f.Y;

	if (val_diff_v3f.Z > 180.f)
		val_diff_v3f.Z = 360.f - val_diff_v3f.Z;

	f32 moveratio = 1.0;
	if (anim_time > 0.001)
		moveratio = anim_time_counter / anim_time;
	f32 move_end = aim_is_end ? 1.0 : 1.5;

	// Move a bit less than should, to avoid oscillation
	moveratio = std::min(moveratio * 0.8f, move_end);
	wrappedApproachShortest(val_current.X, val_target.X,
		val_diff_v3f.X * moveratio, 360.f);

	wrappedApproachShortest(val_current.Y, val_target.Y,
		val_diff_v3f.Y * moveratio, 360.f);

	wrappedApproachShortest(val_current.Z, val_target.Z,
		val_diff_v3f.Z * moveratio, 360.f);
}

/*
	Other stuff
*/

static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
		float txs, float tys, int col, int row)
{
	video::SMaterial& material = bill->getMaterial(0);
	core::matrix4& matrix = material.getTextureMatrix(0);
	matrix.setTextureTranslate(txs*col, tys*row);
	matrix.setTextureScale(txs, tys);
}

// Evaluate transform chain recursively; irrlicht does not do this for us
static void updatePositionRecursive(scene::ISceneNode *node)
{
	scene::ISceneNode *parent = node->getParent();
	if (parent)
		updatePositionRecursive(parent);
	node->updateAbsolutePosition();
}

/*
	TestCAO
*/

class TestCAO : public ClientActiveObject
{
public:
	TestCAO(Client *client, ClientEnvironment *env);
	virtual ~TestCAO() = default;

	ActiveObjectType getType() const
	{
		return ACTIVEOBJECT_TYPE_TEST;
	}

	static ClientActiveObject* create(Client *client, ClientEnvironment *env);

	void addToScene(ITextureSource *tsrc);
	void removeFromScene(bool permanent);
	void updateLight(u32 day_night_ratio);
	void updateNodePos();

	void step(float dtime, ClientEnvironment *env);

	void processMessage(const std::string &data);

	bool getCollisionBox(aabb3f *toset) const { return false; }
private:
	scene::IMeshSceneNode *m_node;
	v3f m_position;
};

// Prototype
TestCAO proto_TestCAO(NULL, NULL);

TestCAO::TestCAO(Client *client, ClientEnvironment *env):
	ClientActiveObject(0, client, env),
	m_node(NULL),
	m_position(v3f(0,10*BS,0))
{
	ClientActiveObject::registerType(getType(), create);
}

ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
{
	return new TestCAO(client, env);
}

void TestCAO::addToScene(ITextureSource *tsrc)
{
	if(m_node != NULL)
		return;

	//video::IVideoDriver* driver = smgr->getVideoDriver();

	scene::SMesh *mesh = new scene::SMesh();
	scene::IMeshBuffer *buf = new scene::SMeshBuffer();
	video::SColor c(255,255,255,255);
	video::S3DVertex vertices[4] =
	{
		video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
		video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
		video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
		video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
	};
	u16 indices[] = {0,1,2,2,3,0};
	buf->append(vertices, 4, indices, 6);
	// Set material
	buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
	buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
	buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
	buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
	buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
	buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
	// Add to mesh
	mesh->addMeshBuffer(buf);
	buf->drop();
	m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
	mesh->drop();
	updateNodePos();
}

void TestCAO::removeFromScene(bool permanent)
{
	if (!m_node)
		return;

	m_node->remove();
	m_node = NULL;
}

void TestCAO::updateLight(u32 day_night_ratio)
{
}

void TestCAO::updateNodePos()
{
	if (!m_node)
		return;

	m_node->setPosition(m_position);
	//m_node->setRotation(v3f(0, 45, 0));
}

void TestCAO::step(float dtime, ClientEnvironment *env)
{
	if(m_node)
	{
		v3f rot = m_node->getRotation();
		//infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
		rot.Y += dtime * 180;
		m_node->setRotation(rot);
	}
}

void TestCAO::processMessage(const std::string &data)
{
	infostream<<"TestCAO: Got data: "<<data<<std::endl;
	std::istringstream is(data, std::ios::binary);
	u16 cmd;
	is>>cmd;
	if(cmd == 0)
	{
		v3f newpos;
		is>>newpos.X;
		is>>newpos.Y;
		is>>newpos.Z;
		m_position = newpos;
		updateNodePos();
	}
}

/*
	GenericCAO
*/

#include "clientobject.h"

GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
		ClientActiveObject(0, client, env)
{
	if (client == NULL) {
		ClientActiveObject::registerType(getType(), create);
	} else {
		m_client = client;
	}
}

bool GenericCAO::getCollisionBox(aabb3f *toset) const
{
	if (m_prop.physical)
	{
		//update collision box
		toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
		toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;

		toset->MinEdge += m_position;
		toset->MaxEdge += m_position;

		return true;
	}

	return false;
}

bool GenericCAO::collideWithObjects() const
{
	return m_prop.collideWithObjects;
}

void GenericCAO::initialize(const std::string &data)
{
	infostream<<"GenericCAO: Got init data"<<std::endl;
	processInitData(data);

	if (m_is_player) {
		// Check if it's the current player
		LocalPlayer *player = m_env->getLocalPlayer();
		if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
			m_is_local_player = true;
			m_is_visible = false;
			player->setCAO(this);

			m_prop.show_on_minimap = false;
		}
	}

	m_enable_shaders = g_settings->getBool("enable_shaders");
}

void GenericCAO::processInitData(const std::string &data)
{
	std::istringstream is(data, std::ios::binary);
	const u8 version = readU8(is);

	if (version < 1) {
		errorstream << "GenericCAO: Unsupported init data version"
				<< std::endl;
		return;
	}

	// PROTOCOL_VERSION >= 37
	m_name = deSerializeString16(is);
	m_is_player = readU8(is);
	m_id = readU16(is);
	m_position = readV3F32(is);
	m_rotation = readV3F32(is);
	m_hp = readU16(is);

	const u8 num_messages = readU8(is);

	for (int i = 0; i < num_messages; i++) {
		std::string message = deSerializeString32(is);
		processMessage(message);
	}

	m_rotation = wrapDegrees_0_360_v3f(m_rotation);
	pos_translator.init(m_position);
	rot_translator.init(m_rotation);
	updateNodePos();
}

GenericCAO::~GenericCAO()
{
	removeFromScene(true);
}

bool GenericCAO::getSelectionBox(aabb3f *toset) const
{
	if (!m_prop.is_visible || !m_is_visible || m_is_local_player
			|| !m_prop.pointable) {
		return false;
	}
	*toset = m_selection_box;
	return true;
}

const v3f GenericCAO::getPosition() const
{
	if (!getParent())
		return pos_translator.val_current;

	// Calculate real position in world based on MatrixNode
	if (m_matrixnode) {
		v3s16 camera_offset = m_env->getCameraOffset();
		return m_matrixnode->getAbsolutePosition() +
				intToFloat(camera_offset, BS);
	}

	return m_position;
}

const bool GenericCAO::isImmortal()
{
	return itemgroup_get(getGroups(), "immortal");
}

scene::ISceneNode *GenericCAO::getSceneNode() const
{
	if (m_meshnode) {
		return m_meshnode;
	}

	if (m_animated_meshnode) {
		return m_animated_meshnode;
	}

	if (m_wield_meshnode) {
		return m_wield_meshnode;
	}

	if (m_spritenode) {
		return m_spritenode;
	}
	return NULL;
}

scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
{
	return m_animated_meshnode;
}

void GenericCAO::setChildrenVisible(bool toset)
{
	for (u16 cao_id : m_attachment_child_ids) {
		GenericCAO *obj = m_env->getGenericCAO(cao_id);
		if (obj) {
			// Check if the entity is forced to appear in first person.
			obj->setVisible(obj->isForcedVisible() ? true : toset);
		}
	}
}

void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{
	int old_parent = m_attachment_parent_id;
	m_attachment_parent_id = parent_id;
	m_attachment_bone = bone;
	m_attachment_position = position;
	m_attachment_rotation = rotation;

	ClientActiveObject *parent = m_env->getActiveObject(parent_id);

	if (parent_id != old_parent) {
		if (auto *o = m_env->getActiveObject(old_parent))
			o->removeAttachmentChild(m_id);
		if (parent)
			parent->addAttachmentChild(m_id);
	}
	updateAttachments();
}

void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
	v3f *rotation) const
{
	*parent_id = m_attachment_parent_id;
	*bone = m_attachment_bone;
	*position = m_attachment_position;
	*rotation = m_attachment_rotation;
}

void GenericCAO::clearChildAttachments()
{
	// Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
	while (!m_attachment_child_ids.empty()) {
		int child_id = *m_attachment_child_ids.begin();

		if (ClientActiveObject *child = m_env->getActiveObject(child_id))
			child->setAttachment(0, "", v3f(), v3f(), false);

		removeAttachmentChild(child_id);
	}
}

void GenericCAO::clearParentAttachment()
{
	if (m_attachment_parent_id)
		setAttachment(0, "", m_attachment_position, m_attachment_rotation);
	else
		setAttachment(0, "", v3f(), v3f());
}

void GenericCAO::addAttachmentChild(int child_id)
{
	m_attachment_child_ids.insert(child_id);
}

void GenericCAO::removeAttachmentChild(int child_id)
{
	m_attachment_child_ids.erase(child_id);
}

ClientActiveObject* GenericCAO::getParent() const
{
	return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
			nullptr;
}

void GenericCAO::removeFromScene(bool permanent)
{
	// Should be true when removing the object permanently
	// and false when refreshing (eg: updating visuals)
	if (m_env && permanent) {
		// The client does not know whether this object does re-appear to
		// a later time, thus do not clear child attachments.

		clearParentAttachment();
	}

	if (m_meshnode) {
		m_meshnode->remove();
		m_meshnode->drop();
		m_meshnode = nullptr;
	} else if (m_animated_meshnode)	{
		m_animated_meshnode->remove();
		m_animated_meshnode->drop();
		m_animated_meshnode = nullptr;
	} else if (m_wield_meshnode) {
		m_wield_meshnode->remove();
		m_wield_meshnode->drop();
		m_wield_meshnode = nullptr;
	} else if (m_spritenode) {
		m_spritenode->remove();
		m_spritenode->drop();
		m_spritenode = nullptr;
	}

	if (m_matrixnode) {
		m_matrixnode->remove();
		m_matrixnode->drop();
		m_matrixnode = nullptr;
	}

	if (m_nametag) {
		m_client->getCamera()->removeNametag(m_nametag);
		m_nametag = nullptr;
	}

	if (m_marker && m_client->getMinimap())
		m_client->getMinimap()->removeMarker(&m_marker);
}

void GenericCAO::addToScene(ITextureSource *tsrc)
{
	m_smgr = RenderingEngine::get_scene_manager();

	if (getSceneNode() != NULL) {
		return;
	}

	m_visuals_expired = false;

	if (!m_prop.is_visible)
		return;

	infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;

	if (m_enable_shaders) {
		IShaderSource *shader_source = m_client->getShaderSource();
		MaterialType material_type;

		if (m_prop.shaded && m_prop.glow == 0)
			material_type = (m_prop.use_texture_alpha) ?
				TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
		else
			material_type = (m_prop.use_texture_alpha) ?
				TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;

		u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
		m_material_type = shader_source->getShaderInfo(shader_id).material;
	} else {
		m_material_type = (m_prop.use_texture_alpha) ?
			video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
	}

	auto grabMatrixNode = [this] {
		m_matrixnode = RenderingEngine::get_scene_manager()->
				addDummyTransformationSceneNode();
		m_matrixnode->grab();
	};

	auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
		node->setMaterialFlag(video::EMF_LIGHTING, false);
		node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
		node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
		node->setMaterialType(m_material_type);

		if (m_enable_shaders) {
			node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
			node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
		}
	};

	if (m_prop.visual == "sprite") {
		grabMatrixNode();
		m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
				m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
		m_spritenode->grab();
		m_spritenode->setMaterialTexture(0,
				tsrc->getTextureForMesh("unknown_node.png"));

		setSceneNodeMaterial(m_spritenode);

		m_spritenode->setSize(v2f(m_prop.visual_size.X,
				m_prop.visual_size.Y) * BS);
		{
			const float txs = 1.0 / 1;
			const float tys = 1.0 / 1;
			setBillboardTextureMatrix(m_spritenode,
					txs, tys, 0, 0);
		}
	} else if (m_prop.visual == "upright_sprite") {
		grabMatrixNode();
		scene::SMesh *mesh = new scene::SMesh();
		double dx = BS * m_prop.visual_size.X / 2;
		double dy = BS * m_prop.visual_size.Y / 2;
		video::SColor c(0xFFFFFFFF);

		{ // Front
			scene::IMeshBuffer *buf = new scene::SMeshBuffer();
			video::S3DVertex vertices[4] = {
				video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
				video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
				video::S3DVertex( dx,  dy, 0, 0,0,1, c, 0,0),
				video::S3DVertex(-dx,  dy, 0, 0,0,1, c, 1,0),
			};
			if (m_is_player) {
				// Move minimal Y position to 0 (feet position)
				for (video::S3DVertex &vertex : vertices)
					vertex.Pos.Y += dy;
			}
			u16 indices[] = {0,1,2,2,3,0};
			buf->append(vertices, 4, indices, 6);
			// Set material
			buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
			buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
			buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
			buf->getMaterial().MaterialType = m_material_type;

			if (m_enable_shaders) {
				buf->getMaterial().EmissiveColor = c;
				buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
				buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
			}

			// Add to mesh
			mesh->addMeshBuffer(buf);
			buf->drop();
		}
		{ // Back
			scene::IMeshBuffer *buf = new scene::SMeshBuffer();
			video::S3DVertex vertices[4] = {
				video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
				video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
				video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
				video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
			};
			if (m_is_player) {
				// Move minimal Y position to 0 (feet position)
				for (video::S3DVertex &vertex : vertices)
					vertex.Pos.Y += dy;
			}
			u16 indices[] = {0,1,2,2,3,0};
			buf->append(vertices, 4, indices, 6);
			// Set material
			buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
			buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
			buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
			buf->getMaterial().MaterialType = m_material_type;

			if (m_enable_shaders) {
				buf->getMaterial().EmissiveColor = c;
				buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
				buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
			}

			// Add to mesh
			mesh->addMeshBuffer(buf);
			buf->drop();
		}
		m_meshnode = RenderingEngine::get_scene_manager()->
			addMeshSceneNode(mesh, m_matrixnode);
		m_meshnode->grab();
		mesh->drop();
		// Set it to use the materials of the meshbuffers directly.
		// This is needed for changing the texture in the future
		m_meshnode->setReadOnlyMaterials(true);
	} else if (m_prop.visual == "cube") {
		grabMatrixNode();
		scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
		m_meshnode = RenderingEngine::get_scene_manager()->
			addMeshSceneNode(mesh, m_matrixnode);
		m_meshnode->grab();
		mesh->drop();

		m_meshnode->setScale(m_prop.visual_size);
		m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
			m_prop.backface_culling);

		setSceneNodeMaterial(m_meshnode);
	} else if (m_prop.visual == "mesh") {
		grabMatrixNode();
		scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
		if (mesh) {
			m_animated_meshnode = RenderingEngine::get_scene_manager()->
				addAnimatedMeshSceneNode(mesh, m_matrixnode);
			m_animated_meshnode->grab();
			mesh->drop(); // The scene node took hold of it

			if (!checkMeshNormals(mesh)) {
				infostream << "GenericCAO: recalculating normals for mesh "
					<< m_prop.mesh << std::endl;
				m_smgr->getMeshManipulator()->
						recalculateNormals(mesh, true, false);
			}

			m_animated_meshnode->animateJoints(); // Needed for some animations
			m_animated_meshnode->setScale(m_prop.visual_size);

			// set vertex colors to ensure alpha is set
			setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));

			setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));

			setSceneNodeMaterial(m_animated_meshnode);

			m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
				m_prop.backface_culling);
		} else
			errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
	} else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
		grabMatrixNode();
		ItemStack item;
		if (m_prop.wield_item.empty()) {
			// Old format, only textures are specified.
			infostream << "textures: " << m_prop.textures.size() << std::endl;
			if (!m_prop.textures.empty()) {
				infostream << "textures[0]: " << m_prop.textures[0]
					<< std::endl;
				IItemDefManager *idef = m_client->idef();
				item = ItemStack(m_prop.textures[0], 1, 0, idef);
			}
		} else {
			infostream << "serialized form: " << m_prop.wield_item << std::endl;
			item.deSerialize(m_prop.wield_item, m_client->idef());
		}
		m_wield_meshnode = new WieldMeshSceneNode(
			RenderingEngine::get_scene_manager(), -1);
		m_wield_meshnode->setItem(item, m_client,
			(m_prop.visual == "wielditem"));

		m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
		m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
	} else {
		infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
				<<"\" not supported"<<std::endl;
	}

	/* don't update while punch texture modifier is active */
	if (m_reset_textures_timer < 0)
		updateTextures(m_current_texture_modifier);

	scene::ISceneNode *node = getSceneNode();

	if (node && m_matrixnode)
		node->setParent(m_matrixnode);

	updateNametag();
	updateMarker();
	updateNodePos();
	updateAnimation();
	updateBonePosition();
	updateAttachments();
	setNodeLight(m_last_light);
	updateMeshCulling();
}

void GenericCAO::updateLight(u32 day_night_ratio)
{
	if (m_glow < 0)
		return;

	u8 light_at_pos = 0;
	bool pos_ok = false;

	v3s16 pos[3];
	u16 npos = getLightPosition(pos);
	for (u16 i = 0; i < npos; i++) {
		bool this_ok;
		MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
		if (this_ok) {
			u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
			light_at_pos = MYMAX(light_at_pos, this_light);
			pos_ok = true;
		}
	}
	if (!pos_ok)
		light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);

	u8 light = decode_light(light_at_pos + m_glow);
	if (light != m_last_light) {
		m_last_light = light;
		setNodeLight(light);
	}
}

void GenericCAO::setNodeLight(u8 light)
{
	video::SColor color(255, light, light, light);

	if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
		if (m_wield_meshnode)
			m_wield_meshnode->setNodeLightColor(color);
		return;
	}

	if (m_enable_shaders) {
		if (m_prop.visual == "upright_sprite") {
			if (!m_meshnode)
				return;

			scene::IMesh *mesh = m_meshnode->getMesh();
			for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
				buf->getMaterial().EmissiveColor = color;
			}
		} else {
			scene::ISceneNode *node = getSceneNode();
			if (!node)
				return;

			for (u32 i = 0; i < node->getMaterialCount(); ++i) {
				video::SMaterial &material = node->getMaterial(i);
				material.EmissiveColor = color;
			}
		}
	} else {
		if (m_meshnode) {
			setMeshColor(m_meshnode->getMesh(), color);
		} else if (m_animated_meshnode) {
			setAnimatedMeshColor(m_animated_meshnode, color);
		} else if (m_spritenode) {
			m_spritenode->setColor(color);
		}
	}
}

u16 GenericCAO::getLightPosition(v3s16 *pos)
{
	const auto &box = m_prop.collisionbox;
	pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
	pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);

	// Skip center pos if it falls into the same node as Min or MaxEdge
	if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
		return 2;
	pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
	return 3;
}

void GenericCAO::updateMarker()
{
	if (!m_client->getMinimap())
		return;

	if (!m_prop.show_on_minimap) {
		if (m_marker)
			m_client->getMinimap()->removeMarker(&m_marker);
		return;
	}

	if (m_marker)
		return;

	scene::ISceneNode *node = getSceneNode();
	if (!node)
		return;
	m_marker = m_client->getMinimap()->addMarker(node);
}

void GenericCAO::updateNametag()
{
	if (m_is_local_player) // No nametag for local player
		return;

	if (m_prop.nametag.empty()) {
		// Delete nametag
		if (m_nametag) {
			m_client->getCamera()->removeNametag(m_nametag);
			m_nametag = nullptr;
		}
		return;
	}

	scene::ISceneNode *node = getSceneNode();
	if (!node)
		return;

	v3f pos;
	pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
	if (!m_nametag) {
		// Add nametag
		m_nametag = m_client->getCamera()->addNametag(node,
			m_prop.nametag, m_prop.nametag_color, pos);
	} else {
		// Update nametag
		m_nametag->nametag_text = m_prop.nametag;
		m_nametag->nametag_color = m_prop.nametag_color;
		m_nametag->nametag_pos = pos;
	}
}

void GenericCAO::updateNodePos()
{
	if (getParent() != NULL)
		return;

	scene::ISceneNode *node = getSceneNode();

	if (node) {
		v3s16 camera_offset = m_env->getCameraOffset();
		v3f pos = pos_translator.val_current -
				intToFloat(camera_offset, BS);
		getPosRotMatrix().setTranslation(pos);
		if (node != m_spritenode) { // rotate if not a sprite
			v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
			setPitchYawRoll(getPosRotMatrix(), rot);
		}
	}
}

void GenericCAO::step(float dtime, ClientEnvironment *env)
{
	// Handle model animations and update positions instantly to prevent lags
	if (m_is_local_player) {
		LocalPlayer *player = m_env->getLocalPlayer();
		m_position = player->getPosition();
		pos_translator.val_current = m_position;
		m_rotation.Y = wrapDegrees_0_360(player->getYaw());
		rot_translator.val_current = m_rotation;

		if (m_is_visible) {
			int old_anim = player->last_animation;
			float old_anim_speed = player->last_animation_speed;
			m_velocity = v3f(0,0,0);
			m_acceleration = v3f(0,0,0);
			const PlayerControl &controls = player->getPlayerControl();

			bool walking = false;
			if (controls.up || controls.down || controls.left || controls.right ||
					controls.forw_move_joystick_axis != 0.f ||
					controls.sidew_move_joystick_axis != 0.f)
				walking = true;

			f32 new_speed = player->local_animation_speed;
			v2s32 new_anim = v2s32(0,0);
			bool allow_update = false;

			// increase speed if using fast or flying fast
			if((g_settings->getBool("fast_move") &&
					m_client->checkLocalPrivilege("fast")) &&
					(controls.aux1 ||
					(!player->touching_ground &&
					g_settings->getBool("free_move") &&
					m_client->checkLocalPrivilege("fly"))))
					new_speed *= 1.5;
			// slowdown speed if sneeking
			if (controls.sneak && walking)
				new_speed /= 2;

			if (walking && (controls.dig || controls.place)) {
				new_anim = player->local_animations[3];
				player->last_animation = WD_ANIM;
			} else if (walking) {
				new_anim = player->local_animations[1];
				player->last_animation = WALK_ANIM;
			} else if (controls.dig || controls.place) {
				new_anim = player->local_animations[2];
				player->last_animation = DIG_ANIM;
			}

			// Apply animations if input detected and not attached
			// or set idle animation
			if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
				allow_update = true;
				m_animation_range = new_anim;
				m_animation_speed = new_speed;
				player->last_animation_speed = m_animation_speed;
			} else {
				player->last_animation = NO_ANIM;

				if (old_anim != NO_ANIM) {
					m_animation_range = player->local_animations[0];
					updateAnimation();
				}
			}

			// Update local player animations
			if ((player->last_animation != old_anim ||
					m_animation_speed != old_anim_speed) &&
					player->last_animation != NO_ANIM && allow_update)
				updateAnimation();

		}
	}

	if (m_visuals_expired && m_smgr) {
		m_visuals_expired = false;

		// Attachments, part 1: All attached objects must be unparented first,
		// or Irrlicht causes a segmentation fault
		for (u16 cao_id : m_attachment_child_ids) {
			ClientActiveObject *obj = m_env->getActiveObject(cao_id);
			if (obj) {
				scene::ISceneNode *child_node = obj->getSceneNode();
				// The node's parent is always an IDummyTraformationSceneNode,
				// so we need to reparent that one instead.
				if (child_node)
					child_node->getParent()->setParent(m_smgr->getRootSceneNode());
			}
		}

		removeFromScene(false);
		addToScene(m_client->tsrc());

		// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
		for (u16 cao_id : m_attachment_child_ids) {
			ClientActiveObject *obj = m_env->getActiveObject(cao_id);
			if (obj)
				obj->updateAttachments();
		}
	}

	// Make sure m_is_visible is always applied
	scene::ISceneNode *node = getSceneNode();
	if (node)
		node->setVisible(m_is_visible);

	if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
	{
		// Set these for later
		m_position = getPosition();
		m_velocity = v3f(0,0,0);
		m_acceleration = v3f(0,0,0);
		pos_translator.val_current = m_position;
		pos_translator.val_target = m_position;
	} else {
		rot_translator.translate(dtime);
		v3f lastpos = pos_translator.val_current;

		if(m_prop.physical)
		{
			aabb3f box = m_prop.collisionbox;
			box.MinEdge *= BS;
			box.MaxEdge *= BS;
			collisionMoveResult moveresult;
			f32 pos_max_d = BS*0.125; // Distance per iteration
			v3f p_pos = m_position;
			v3f p_velocity = m_velocity;
			moveresult = collisionMoveSimple(env,env->getGameDef(),
					pos_max_d, box, m_prop.stepheight, dtime,
					&p_pos, &p_velocity, m_acceleration,
					this, m_prop.collideWithObjects);
			// Apply results
			m_position = p_pos;
			m_velocity = p_velocity;

			bool is_end_position = moveresult.collides;
			pos_translator.update(m_position, is_end_position, dtime);
		} else {
			m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
			m_velocity += dtime * m_acceleration;
			pos_translator.update(m_position, pos_translator.aim_is_end,
					pos_translator.anim_time);
		}
		pos_translator.translate(dtime);
		updateNodePos();

		float moved = lastpos.getDistanceFrom(pos_translator.val_current);
		m_step_distance_counter += moved;
		if (m_step_distance_counter > 1.5f * BS) {
			m_step_distance_counter = 0.0f;
			if (!m_is_local_player && m_prop.makes_footstep_sound) {
				const NodeDefManager *ndef = m_client->ndef();
				v3s16 p = floatToInt(getPosition() +
					v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
				MapNode n = m_env->getMap().getNode(p);
				SimpleSoundSpec spec = ndef->get(n).sound_footstep;
				// Reduce footstep gain, as non-local-player footsteps are
				// somehow louder.
				spec.gain *= 0.6f;
				m_client->sound()->playSoundAt(spec, false, getPosition());
			}
		}
	}

	m_anim_timer += dtime;
	if(m_anim_timer >= m_anim_framelength)
	{
		m_anim_timer -= m_anim_framelength;
		m_anim_frame++;
		if(m_anim_frame >= m_anim_num_frames)
			m_anim_frame = 0;
	}

	updateTexturePos();

	if(m_reset_textures_timer >= 0)
	{
		m_reset_textures_timer -= dtime;
		if(m_reset_textures_timer <= 0) {
			m_reset_textures_timer = -1;
			updateTextures(m_previous_texture_modifier);
		}
	}

	if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
		// This is the child node's rotation. It is only used for automatic_rotate.
		v3f local_rot = node->getRotation();
		local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
				m_prop.automatic_rotate);
		node->setRotation(local_rot);
	}

	if (!getParent() && m_prop.automatic_face_movement_dir &&
			(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
		float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
				+ m_prop.automatic_face_movement_dir_offset;
		float max_rotation_per_sec =
				m_prop.automatic_face_movement_max_rotation_per_sec;

		if (max_rotation_per_sec > 0) {
			wrappedApproachShortest(m_rotation.Y, target_yaw,
				dtime * max_rotation_per_sec, 360.f);
		} else {
			// Negative values of max_rotation_per_sec mean disabled.
			m_rotation.Y = target_yaw;
		}

		rot_translator.val_current = m_rotation;
		updateNodePos();
	}

	if (m_animated_meshnode) {
		// Everything must be updated; the whole transform
		// chain as well as the animated mesh node.
		// Otherwise, bone attachments would be relative to
		// a position that's one frame old.
		if (m_matrixnode)
			updatePositionRecursive(m_matrixnode);
		m_animated_meshnode->updateAbsolutePosition();
		m_animated_meshnode->animateJoints();
		updateBonePosition();
	}
}

void GenericCAO::updateTexturePos()
{
	if(m_spritenode)
	{
		scene::ICameraSceneNode* camera =
				m_spritenode->getSceneManager()->getActiveCamera();
		if(!camera)
			return;
		v3f cam_to_entity = m_spritenode->getAbsolutePosition()
				- camera->getAbsolutePosition();
		cam_to_entity.normalize();

		int row = m_tx_basepos.Y;
		int col = m_tx_basepos.X;

		// Yawpitch goes rightwards
		if (m_tx_select_horiz_by_yawpitch) {
			if (cam_to_entity.Y > 0.75)
				col += 5;
			else if (cam_to_entity.Y < -0.75)
				col += 4;
			else {
				float mob_dir =
						atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
				float dir = mob_dir - m_rotation.Y;
				dir = wrapDegrees_180(dir);
				if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
					col += 2;
				else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
					col += 3;
				else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
					col += 0;
				else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
					col += 1;
				else
					col += 4;
			}
		}

		// Animation goes downwards
		row += m_anim_frame;

		float txs = m_tx_size.X;
		float tys = m_tx_size.Y;
		setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
	}

	else if (m_meshnode) {
		if (m_prop.visual == "upright_sprite") {
			int row = m_tx_basepos.Y;
			int col = m_tx_basepos.X;

			// Animation goes downwards
			row += m_anim_frame;

			const auto &tx = m_tx_size;
			v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
				tx * v2f(col+1, row+1),
				tx * v2f(col, row+1),
				tx * v2f(col, row),
				tx * v2f(col+1, row),
			};
			auto mesh = m_meshnode->getMesh();
			setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
			setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
		}
	}
}

// Do not pass by reference, see header.
void GenericCAO::updateTextures(std::string mod)
{
	ITextureSource *tsrc = m_client->tsrc();

	bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
	bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
	bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");

	m_previous_texture_modifier = m_current_texture_modifier;
	m_current_texture_modifier = mod;
	m_glow = m_prop.glow;

	if (m_spritenode) {
		if (m_prop.visual == "sprite") {
			std::string texturestring = "unknown_node.png";
			if (!m_prop.textures.empty())
				texturestring = m_prop.textures[0];
			texturestring += mod;
			m_spritenode->getMaterial(0).MaterialType = m_material_type;
			m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
			m_spritenode->setMaterialTexture(0,
					tsrc->getTextureForMesh(texturestring));

			// This allows setting per-material colors. However, until a real lighting
			// system is added, the code below will have no effect. Once MineTest
			// has directional lighting, it should work automatically.
			if (!m_prop.colors.empty()) {
				m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
				m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
				m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
			}

			m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
			m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
			m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
		}
	}

	else if (m_animated_meshnode) {
		if (m_prop.visual == "mesh") {
			for (u32 i = 0; i < m_prop.textures.size() &&
					i < m_animated_meshnode->getMaterialCount(); ++i) {
				std::string texturestring = m_prop.textures[i];
				if (texturestring.empty())
					continue; // Empty texture string means don't modify that material
				texturestring += mod;
				video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
				if (!texture) {
					errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
					continue;
				}

				// Set material flags and texture
				video::SMaterial& material = m_animated_meshnode->getMaterial(i);
				material.MaterialType = m_material_type;
				material.MaterialTypeParam = 0.5f;
				material.TextureLayer[0].Texture = texture;
				material.setFlag(video::EMF_LIGHTING, true);
				material.setFlag(video::EMF_BILINEAR_FILTER, false);
				material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);

				// don't filter low-res textures, makes them look blurry
				// player models have a res of 64
				const core::dimension2d<u32> &size = texture->getOriginalSize();
				const u32 res = std::min(size.Height, size.Width);
				use_trilinear_filter &= res > 64;
				use_bilinear_filter &= res > 64;

				m_animated_meshnode->getMaterial(i)
						.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
				m_animated_meshnode->getMaterial(i)
						.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
				m_animated_meshnode->getMaterial(i)
						.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
			}
			for (u32 i = 0; i < m_prop.colors.size() &&
			i < m_animated_meshnode->getMaterialCount(); ++i)
			{
				// This allows setting per-material colors. However, until a real lighting
				// system is added, the code below will have no effect. Once MineTest
				// has directional lighting, it should work automatically.
				m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
				m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
				m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
			}
		}
	}

	else if (m_meshnode) {
		if(m_prop.visual == "cube")
		{
			for (u32 i = 0; i < 6; ++i)
			{
				std::string texturestring = "unknown_node.png";
				if(m_prop.textures.size() > i)
					texturestring = m_prop.textures[i];
				texturestring += mod;


				// Set material flags and texture
				video::SMaterial& material = m_meshnode->getMaterial(i);
				material.MaterialType = m_material_type;
				material.MaterialTypeParam = 0.5f;
				material.setFlag(video::EMF_LIGHTING, false);
				material.setFlag(video::EMF_BILINEAR_FILTER, false);
				material.setTexture(0,
						tsrc->getTextureForMesh(texturestring));
				material.getTextureMatrix(0).makeIdentity();

				// This allows setting per-material colors. However, until a real lighting
				// system is added, the code below will have no effect. Once MineTest
				// has directional lighting, it should work automatically.
				if(m_prop.colors.size() > i)
				{
					m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
					m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
					m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
				}

				m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
				m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
				m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
			}
		} else if (m_prop.visual == "upright_sprite") {
			scene::IMesh *mesh = m_meshnode->getMesh();
			{
				std::string tname = "unknown_object.png";
				if (!m_prop.textures.empty())
					tname = m_prop.textures[0];
				tname += mod;
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
				buf->getMaterial().setTexture(0,
						tsrc->getTextureForMesh(tname));

				// This allows setting per-material colors. However, until a real lighting
				// system is added, the code below will have no effect. Once MineTest
				// has directional lighting, it should work automatically.
				if(!m_prop.colors.empty()) {
					buf->getMaterial().AmbientColor = m_prop.colors[0];
					buf->getMaterial().DiffuseColor = m_prop.colors[0];
					buf->getMaterial().SpecularColor = m_prop.colors[0];
				}

				buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
				buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
				buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
			}
			{
				std::string tname = "unknown_object.png";
				if (m_prop.textures.size() >= 2)
					tname = m_prop.textures[1];
				else if (!m_prop.textures.empty())
					tname = m_prop.textures[0];
				tname += mod;
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
				buf->getMaterial().setTexture(0,
						tsrc->getTextureForMesh(tname));

				// This allows setting per-material colors. However, until a real lighting
				// system is added, the code below will have no effect. Once MineTest
				// has directional lighting, it should work automatically.
				if (m_prop.colors.size() >= 2) {
					buf->getMaterial().AmbientColor = m_prop.colors[1];
					buf->getMaterial().DiffuseColor = m_prop.colors[1];
					buf->getMaterial().SpecularColor = m_prop.colors[1];
				} else if (!m_prop.colors.empty()) {
					buf->getMaterial().AmbientColor = m_prop.colors[0];
					buf->getMaterial().DiffuseColor = m_prop.colors[0];
					buf->getMaterial().SpecularColor = m_prop.colors[0];
				}

				buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
				buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
				buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
			}
			// Set mesh color (only if lighting is disabled)
			if (!m_prop.colors.empty() && m_glow < 0)
				setMeshColor(mesh, m_prop.colors[0]);
		}
	}
	// Prevent showing the player after changing texture
	if (m_is_local_player)
		updateMeshCulling();
}

void GenericCAO::updateAnimation()
{
	if (!m_animated_meshnode)
		return;

	if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
		m_animated_meshnode->getEndFrame() != m_animation_range.Y)
			m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
	if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
		m_animated_meshnode->setAnimationSpeed(m_animation_speed);
	m_animated_meshnode->setTransitionTime(m_animation_blend);
// Requires Irrlicht 1.8 or greater
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
	if (m_animated_meshnode->getLoopMode() != m_animation_loop)
		m_animated_meshnode->setLoopMode(m_animation_loop);
#endif
}

void GenericCAO::updateAnimationSpeed()
{
	if (!m_animated_meshnode)
		return;

	m_animated_meshnode->setAnimationSpeed(m_animation_speed);
}

void GenericCAO::updateBonePosition()
{
	if (m_bone_position.empty() || !m_animated_meshnode)
		return;

	m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
	for (auto &it : m_bone_position) {
		std::string bone_name = it.first;
		irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
		if (bone) {
			bone->setPosition(it.second.X);
			bone->setRotation(it.second.Y);
		}
	}

	// search through bones to find mistakenly rotated bones due to bug in Irrlicht
	for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
		irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
		if (!bone)
			continue;

		//If bone is manually positioned there is no need to perform the bug check
		bool skip = false;
		for (auto &it : m_bone_position) {
			if (it.first == bone->getName()) {
				skip = true;
				break;
			}
		}
		if (skip)
			continue;

		// Workaround for Irrlicht bug
		// We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
		// when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
		// and update the bones transformation.
		v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
		float offset = fabsf(bone_rot.X - bone->getRotation().X);
		if (offset > 179.9f && offset < 180.1f) {
			bone->setRotation(bone_rot);
			bone->updateAbsolutePosition();
		}
	}
	// The following is needed for set_bone_pos to propagate to
	// attached objects correctly.
	// Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
	for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
		auto bone = m_animated_meshnode->getJointNode(i);
		// Look for the root bone.
		if (bone && bone->getParent() == m_animated_meshnode) {
			// Update entire skeleton.
			bone->updateAbsolutePositionOfAllChildren();
			break;
		}
	}
}

void GenericCAO::updateAttachments()
{
	ClientActiveObject *parent = getParent();

	m_attached_to_local = parent && parent->isLocalPlayer();

	/*
	Following cases exist:
		m_attachment_parent_id == 0 && !parent
			This object is not attached
		m_attachment_parent_id != 0 && parent
			This object is attached
		m_attachment_parent_id != 0 && !parent
			This object will be attached as soon the parent is known
		m_attachment_parent_id == 0 && parent
			Impossible case
	*/

	if (!parent) { // Detach or don't attach
		if (m_matrixnode) {
			v3s16 camera_offset = m_env->getCameraOffset();
			v3f old_pos = getPosition();

			m_matrixnode->setParent(m_smgr->getRootSceneNode());
			getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
			m_matrixnode->updateAbsolutePosition();
		}
	}
	else // Attach
	{
		parent->updateAttachments();
		scene::ISceneNode *parent_node = parent->getSceneNode();
		scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
				parent->getAnimatedMeshSceneNode();
		if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
			parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
		}

		if (m_matrixnode && parent_node) {
			m_matrixnode->setParent(parent_node);
			parent_node->updateAbsolutePosition();
			getPosRotMatrix().setTranslation(m_attachment_position);
			//setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
			// use Irrlicht eulers instead
			getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
			m_matrixnode->updateAbsolutePosition();
		}
	}
}

bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
{
	const ObjectProperties &old = m_prop;
	/* Visuals do not need to be expired for:
	 * - nametag props: handled by updateNametag()
	 * - textures:      handled by updateTextures()
	 * - sprite props:  handled by updateTexturePos()
	 * - glow:          handled by updateLight()
	 * - any other properties that do not change appearance
	 */

	bool uses_legacy_texture = new_.wield_item.empty() &&
		(new_.visual == "wielditem" || new_.visual == "item");
	// Ordered to compare primitive types before std::vectors
	return old.backface_culling != new_.backface_culling ||
		old.is_visible != new_.is_visible ||
		old.mesh != new_.mesh ||
		old.shaded != new_.shaded ||
		old.use_texture_alpha != new_.use_texture_alpha ||
		old.visual != new_.visual ||
		old.visual_size != new_.visual_size ||
		old.wield_item != new_.wield_item ||
		old.colors != new_.colors ||
		(uses_legacy_texture && old.textures != new_.textures);
}

void GenericCAO::processMessage(const std::string &data)
{
	//infostream<<"GenericCAO: Got message"<<std::endl;
	std::istringstream is(data, std::ios::binary);
	// command
	u8 cmd = readU8(is);
	if (cmd == AO_CMD_SET_PROPERTIES) {
		ObjectProperties newprops;
		newprops.show_on_minimap = m_is_player; // default

		newprops.deSerialize(is);

		// Check what exactly changed
		bool expire_visuals = visualExpiryRequired(newprops);
		bool textures_changed = m_prop.textures != newprops.textures;

		// Apply changes
		m_prop = std::move(newprops);

		m_selection_box = m_prop.selectionbox;
		m_selection_box.MinEdge *= BS;
		m_selection_box.MaxEdge *= BS;

		m_tx_size.X = 1.0f / m_prop.spritediv.X;
		m_tx_size.Y = 1.0f / m_prop.spritediv.Y;

		if(!m_initial_tx_basepos_set){
			m_initial_tx_basepos_set = true;
			m_tx_basepos = m_prop.initial_sprite_basepos;
		}
		if (m_is_local_player) {
			LocalPlayer *player = m_env->getLocalPlayer();
			player->makes_footstep_sound = m_prop.makes_footstep_sound;
			aabb3f collision_box = m_prop.collisionbox;
			collision_box.MinEdge *= BS;
			collision_box.MaxEdge *= BS;
			player->setCollisionbox(collision_box);
			player->setEyeHeight(m_prop.eye_height);
			player->setZoomFOV(m_prop.zoom_fov);
		}

		if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
			m_prop.nametag = m_name;
		if (m_is_local_player)
			m_prop.show_on_minimap = false;

		if (expire_visuals) {
			expireVisuals();
		} else {
			infostream << "GenericCAO: properties updated but expiring visuals"
				<< " not necessary" << std::endl;
			if (textures_changed) {
				// don't update while punch texture modifier is active
				if (m_reset_textures_timer < 0)
					updateTextures(m_current_texture_modifier);
			}
			updateNametag();
			updateMarker();
		}
	} else if (cmd == AO_CMD_UPDATE_POSITION) {
		// Not sent by the server if this object is an attachment.
		// We might however get here if the server notices the object being detached before the client.
		m_position = readV3F32(is);
		m_velocity = readV3F32(is);
		m_acceleration = readV3F32(is);
		m_rotation = readV3F32(is);

		m_rotation = wrapDegrees_0_360_v3f(m_rotation);
		bool do_interpolate = readU8(is);
		bool is_end_position = readU8(is);
		float update_interval = readF32(is);

		// Place us a bit higher if we're physical, to not sink into
		// the ground due to sucky collision detection...
		if(m_prop.physical)
			m_position += v3f(0,0.002,0);

		if(getParent() != NULL) // Just in case
			return;

		if(do_interpolate)
		{
			if(!m_prop.physical)
				pos_translator.update(m_position, is_end_position, update_interval);
		} else {
			pos_translator.init(m_position);
		}
		rot_translator.update(m_rotation, false, update_interval);
		updateNodePos();
	} else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
		std::string mod = deSerializeString16(is);

		// immediately reset a engine issued texture modifier if a mod sends a different one
		if (m_reset_textures_timer > 0) {
			m_reset_textures_timer = -1;
			updateTextures(m_previous_texture_modifier);
		}
		updateTextures(mod);
	} else if (cmd == AO_CMD_SET_SPRITE) {
		v2s16 p = readV2S16(is);
		int num_frames = readU16(is);
		float framelength = readF32(is);
		bool select_horiz_by_yawpitch = readU8(is);

		m_tx_basepos = p;
		m_anim_num_frames = num_frames;
		m_anim_framelength = framelength;
		m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;

		updateTexturePos();
	} else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
		float override_speed = readF32(is);
		float override_jump = readF32(is);
		float override_gravity = readF32(is);
		// these are sent inverted so we get true when the server sends nothing
		bool sneak = !readU8(is);
		bool sneak_glitch = !readU8(is);
		bool new_move = !readU8(is);


		if(m_is_local_player)
		{
			LocalPlayer *player = m_env->getLocalPlayer();
			player->physics_override_speed = override_speed;
			player->physics_override_jump = override_jump;
			player->physics_override_gravity = override_gravity;
			player->physics_override_sneak = sneak;
			player->physics_override_sneak_glitch = sneak_glitch;
			player->physics_override_new_move = new_move;
		}
	} else if (cmd == AO_CMD_SET_ANIMATION) {
		// TODO: change frames send as v2s32 value
		v2f range = readV2F32(is);
		if (!m_is_local_player) {
			m_animation_range = v2s32((s32)range.X, (s32)range.Y);
			m_animation_speed = readF32(is);
			m_animation_blend = readF32(is);
			// these are sent inverted so we get true when the server sends nothing
			m_animation_loop = !readU8(is);
			updateAnimation();
		} else {
			LocalPlayer *player = m_env->getLocalPlayer();
			if(player->last_animation == NO_ANIM)
			{
				m_animation_range = v2s32((s32)range.X, (s32)range.Y);
				m_animation_speed = readF32(is);
				m_animation_blend = readF32(is);
				// these are sent inverted so we get true when the server sends nothing
				m_animation_loop = !readU8(is);
			}
			// update animation only if local animations present
			// and received animation is unknown (except idle animation)
			bool is_known = false;
			for (int i = 1;i<4;i++)
			{
				if(m_animation_range.Y == player->local_animations[i].Y)
					is_known = true;
			}
			if(!is_known ||
					(player->local_animations[1].Y + player->local_animations[2].Y < 1))
			{
					updateAnimation();
			}
		}
	} else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
		m_animation_speed = readF32(is);
		updateAnimationSpeed();
	} else if (cmd == AO_CMD_SET_BONE_POSITION) {
		std::string bone = deSerializeString16(is);
		v3f position = readV3F32(is);
		v3f rotation = readV3F32(is);
		m_bone_position[bone] = core::vector2d<v3f>(position, rotation);

		// updateBonePosition(); now called every step
	} else if (cmd == AO_CMD_ATTACH_TO) {
		u16 parent_id = readS16(is);
		std::string bone = deSerializeString16(is);
		v3f position = readV3F32(is);
		v3f rotation = readV3F32(is);
		m_force_visible = readU8(is); // Returns false for EOF

		setAttachment(parent_id, bone, position, rotation);

		// Forcibly show attachments if required by set_attach
		if (m_force_visible)
			m_is_visible = true;
		// localplayer itself can't be attached to localplayer
		else if (!m_is_local_player) {
			// Objects attached to the local player should be hidden in first
			// person provided the forced boolean isn't set.
			m_is_visible = !m_attached_to_local ||
				m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
			m_force_visible = false;
		} else {
			// Local players need to have this set,
			// otherwise first person attachments fail.
			m_is_visible = true;
		}
	} else if (cmd == AO_CMD_PUNCHED) {
		u16 result_hp = readU16(is);

		// Use this instead of the send damage to not interfere with prediction
		s32 damage = (s32)m_hp - (s32)result_hp;

		m_hp = result_hp;

		if (m_is_local_player)
			m_env->getLocalPlayer()->hp = m_hp;

		if (damage > 0)
		{
			if (m_hp == 0)
			{
				// TODO: Execute defined fast response
				// As there is no definition, make a smoke puff
				ClientSimpleObject *simple = createSmokePuff(
						m_smgr, m_env, m_position,
						v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
				m_env->addSimpleObject(simple);
			} else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
				m_reset_textures_timer = 0.05;
				if(damage >= 2)
					m_reset_textures_timer += 0.05 * damage;
				updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
			}
		}

		if (m_hp == 0) {
			// Same as 'Server::DiePlayer'
			clearParentAttachment();
			// Same as 'ObjectRef::l_remove'
			if (!m_is_player)
				clearChildAttachments();
		}
	} else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
		m_armor_groups.clear();
		int armor_groups_size = readU16(is);
		for(int i=0; i<armor_groups_size; i++)
		{
			std::string name = deSerializeString16(is);
			int rating = readS16(is);
			m_armor_groups[name] = rating;
		}
	} else if (cmd == AO_CMD_SPAWN_INFANT) {
		u16 child_id = readU16(is);
		u8 type = readU8(is); // maybe this will be useful later
		(void)type;

		addAttachmentChild(child_id);
	} else if (cmd == AO_CMD_OBSOLETE1) {
		// Don't do anything and also don't log a warning
	} else {
		warningstream << FUNCTION_NAME
			<< ": unknown command or outdated client \""
			<< +cmd << "\"" << std::endl;
	}
}

/* \pre punchitem != NULL
 */
bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
		float time_from_last_punch)
{
	assert(punchitem);	// pre-condition
	const ToolCapabilities *toolcap =
			&punchitem->getToolCapabilities(m_client->idef());
	PunchDamageResult result = getPunchDamage(
			m_armor_groups,
			toolcap,
			punchitem,
			time_from_last_punch);

	if(result.did_punch && result.damage != 0)
	{
		if(result.damage < m_hp)
		{
			m_hp -= result.damage;
		} else {
			m_hp = 0;
			// TODO: Execute defined fast response
			// As there is no definition, make a smoke puff
			ClientSimpleObject *simple = createSmokePuff(
					m_smgr, m_env, m_position,
					v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
			m_env->addSimpleObject(simple);
		}
		if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
			m_reset_textures_timer = 0.05;
			if (result.damage >= 2)
				m_reset_textures_timer += 0.05 * result.damage;
			updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
		}
	}

	return false;
}

std::string GenericCAO::debugInfoText()
{
	std::ostringstream os(std::ios::binary);
	os<<"GenericCAO hp="<<m_hp<<"\n";
	os<<"armor={";
	for(ItemGroupList::const_iterator i = m_armor_groups.begin();
			i != m_armor_groups.end(); ++i)
	{
		os<<i->first<<"="<<i->second<<", ";
	}
	os<<"}";
	return os.str();
}

void GenericCAO::updateMeshCulling()
{
	if (!m_is_local_player)
		return;

	// Grab the active player scene node so we know there's
	// at least a mesh to occlude from the camera.
	irr::scene::ISceneNode *node = getSceneNode();
	if (!node)
		return;

	if (m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST) {
		// Hide the mesh by culling both front and
		// back faces. Serious hackyness but it works for our
		// purposes. This also preserves the skeletal armature.
		node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
			true);
		node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
			true);
	} else {
		// Restore mesh visibility.
		node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
			m_prop.backface_culling);
		node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
			false);
	}
}

// Prototype
GenericCAO proto_GenericCAO(NULL, NULL);