+ m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
+ m_wieldnode->setItem(ItemStack(), m_gamedef);
+ m_wieldnode->drop(); // m_wieldmgr grabbed it
+ m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
+
+ /* TODO: Add a callback function so these can be updated when a setting
+ * changes. At this point in time it doesn't matter (e.g. /set
+ * is documented to change server settings only)
+ *
+ * TODO: Local caching of settings is not optimal and should at some stage
+ * be updated to use a global settings object for getting thse values
+ * (as opposed to the this local caching). This can be addressed in
+ * a later release.
+ */
+ m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
+ m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
+ m_cache_wanted_fps = g_settings->getFloat("wanted_fps");
+ m_cache_fov = g_settings->getFloat("fov");
+ m_cache_view_bobbing = g_settings->getBool("view_bobbing");