+ if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
+ {
+ if(m_meshnode)
+ {
+ v3f old_position = m_meshnode->getAbsolutePosition();
+ v3f old_rotation = m_meshnode->getRotation();
+ m_meshnode->setParent(m_smgr->getRootSceneNode());
+ m_meshnode->setPosition(old_position);
+ m_meshnode->setRotation(old_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ if(m_animated_meshnode)
+ {
+ v3f old_position = m_animated_meshnode->getAbsolutePosition();
+ v3f old_rotation = m_animated_meshnode->getRotation();
+ m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
+ m_animated_meshnode->setPosition(old_position);
+ m_animated_meshnode->setRotation(old_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ if(m_spritenode)
+ {
+ v3f old_position = m_spritenode->getAbsolutePosition();
+ v3f old_rotation = m_spritenode->getRotation();
+ m_spritenode->setParent(m_smgr->getRootSceneNode());
+ m_spritenode->setPosition(old_position);
+ m_spritenode->setRotation(old_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ if(m_is_local_player)
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->isAttached = false;
+ }
+ }
+ else // Attach
+ {
+ scene::IMeshSceneNode *parent_mesh = NULL;
+ if(getParent()->getMeshSceneNode())
+ parent_mesh = getParent()->getMeshSceneNode();
+ scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
+ if(getParent()->getAnimatedMeshSceneNode())
+ parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
+ scene::IBillboardSceneNode *parent_sprite = NULL;
+ if(getParent()->getSpriteSceneNode())
+ parent_sprite = getParent()->getSpriteSceneNode();
+
+ scene::IBoneSceneNode *parent_bone = NULL;
+ if(parent_animated_mesh && m_attachment_bone != "")
+ parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
+
+ // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
+ // TODO: Perhaps use polymorphism here to save code duplication
+ if(m_meshnode){
+ if(parent_bone){
+ m_meshnode->setParent(parent_bone);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ else
+ {
+ if(parent_mesh){
+ m_meshnode->setParent(parent_mesh);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_animated_mesh){
+ m_meshnode->setParent(parent_animated_mesh);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_sprite){
+ m_meshnode->setParent(parent_sprite);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ }
+ }
+ if(m_animated_meshnode){
+ if(parent_bone){
+ m_animated_meshnode->setParent(parent_bone);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ else
+ {
+ if(parent_mesh){
+ m_animated_meshnode->setParent(parent_mesh);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_animated_mesh){
+ m_animated_meshnode->setParent(parent_animated_mesh);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_sprite){
+ m_animated_meshnode->setParent(parent_sprite);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ }
+ }
+ if(m_spritenode){
+ if(parent_bone){
+ m_spritenode->setParent(parent_bone);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ else
+ {
+ if(parent_mesh){
+ m_spritenode->setParent(parent_mesh);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ else if(parent_animated_mesh){
+ m_spritenode->setParent(parent_animated_mesh);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ else if(parent_sprite){
+ m_spritenode->setParent(parent_sprite);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ }
+ }
+ if(m_is_local_player)
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->isAttached = true;
+ }