- v3f64 pos; // feet position
- v3f64 velocity; // current velocity
- aabb3f64 box; // axis-aligned bounding box (used for collision), with 0, 0, 0 being the feet position
- f32 yaw, pitch; // look direction
- f64 eye_height; // eye height above feet
- pthread_rwlock_t rwlock; // used to protect the above properties
- bool fly; // can the player fly?
- bool collision; // should the player collide with the floor?
- Object *obj; // 3D mesh object (currently always invisible), not thread safe
+ v3f64 pos; // feet position
+ v3f64 velocity; // current velocity
+ aabb3f64 box; // axis-aligned bounding box (used for collision), with 0, 0, 0 being the feet position
+ f32 yaw, pitch; // look direction
+ f64 eye_height; // eye height above feet
+ pthread_rwlock_t rwlock; // used to protect the above properties
+ bool fly; // can the player fly?
+ bool collision; // should the player collide with the floor?
+ Object *obj; // 3D mesh object (currently always invisible), not thread safe