+#include <map>
+#include "irrlichttypes_extrabloated.h"
+#include "clientobject.h"
+#include "object_properties.h"
+#include "itemgroup.h"
+
+class Camera;
+class Client;
+struct Nametag;
+
+/*
+ SmoothTranslator
+*/
+
+struct SmoothTranslator
+{
+ v3f vect_old;
+ v3f vect_show;
+ v3f vect_aim;
+ f32 anim_counter;
+ f32 anim_time;
+ f32 anim_time_counter;
+ bool aim_is_end;
+
+ SmoothTranslator();
+
+ void init(v3f vect);
+
+ void sharpen();
+
+ void update(v3f vect_new, bool is_end_position=false, float update_interval=-1);
+
+ void translate(f32 dtime);
+
+ bool is_moving();
+};
+
+class GenericCAO : public ClientActiveObject
+{
+private:
+ // Only set at initialization
+ std::string m_name;
+ bool m_is_player;
+ bool m_is_local_player;
+ // Property-ish things
+ ObjectProperties m_prop;
+ //
+ scene::ISceneManager *m_smgr;
+ IrrlichtDevice *m_irr;
+ Client *m_client;
+ aabb3f m_selection_box;
+ scene::IMeshSceneNode *m_meshnode;
+ scene::IAnimatedMeshSceneNode *m_animated_meshnode;
+ WieldMeshSceneNode *m_wield_meshnode;
+ scene::IBillboardSceneNode *m_spritenode;
+ Nametag* m_nametag;
+ v3f m_position;
+ v3f m_velocity;
+ v3f m_acceleration;
+ float m_yaw;
+ s16 m_hp;
+ SmoothTranslator pos_translator;
+ // Spritesheet/animation stuff
+ v2f m_tx_size;
+ v2s16 m_tx_basepos;
+ bool m_initial_tx_basepos_set;
+ bool m_tx_select_horiz_by_yawpitch;
+ v2s32 m_animation_range;
+ int m_animation_speed;
+ int m_animation_blend;
+ bool m_animation_loop;
+ UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
+ std::string m_attachment_bone;
+ v3f m_attachment_position;
+ v3f m_attachment_rotation;
+ bool m_attached_to_local;
+ int m_anim_frame;
+ int m_anim_num_frames;
+ float m_anim_framelength;
+ float m_anim_timer;
+ ItemGroupList m_armor_groups;
+ float m_reset_textures_timer;
+ std::string m_previous_texture_modifier; // stores texture modifier before punch update
+ std::string m_current_texture_modifier; // last applied texture modifier
+ bool m_visuals_expired;
+ float m_step_distance_counter;
+ u8 m_last_light;
+ bool m_is_visible;
+
+ std::vector<u16> m_children;
+
+public:
+ GenericCAO(Client *client, ClientEnvironment *env);
+
+ ~GenericCAO();
+
+ static ClientActiveObject* create(Client *client, ClientEnvironment *env)
+ {
+ return new GenericCAO(client, env);
+ }
+
+ inline ActiveObjectType getType() const
+ {
+ return ACTIVEOBJECT_TYPE_GENERIC;
+ }
+
+ void initialize(const std::string &data);
+
+ void processInitData(const std::string &data);
+
+ ClientActiveObject *getParent();
+
+ bool getCollisionBox(aabb3f *toset) const;
+
+ bool collideWithObjects() const;
+
+ aabb3f *getSelectionBox();
+
+ v3f getPosition();
+ inline float getYaw() const
+ {
+ return m_yaw;
+ }
+
+ scene::ISceneNode *getSceneNode();
+
+ scene::IMeshSceneNode *getMeshSceneNode();
+
+ scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();