+ Player *m_player;
+ u16 m_peer_id;
+ Inventory *m_inventory;
+
+ // Cheat prevention
+ v3f m_last_good_position;
+ float m_last_good_position_age;
+ float m_time_from_last_punch;
+ v3s16 m_nocheat_dig_pos;
+ float m_nocheat_dig_time;
+
+ int m_wield_index;
+ bool m_position_not_sent;
+ ItemGroupList m_armor_groups;
+ bool m_armor_groups_sent;
+
+ bool m_properties_sent;
+ struct ObjectProperties m_prop;
+ // Cached privileges for enforcement
+ std::set<std::string> m_privs;
+ bool m_is_singleplayer;
+
+ v2f m_animation_range;
+ float m_animation_speed;
+ float m_animation_blend;
+ bool m_animation_sent;
+
+ std::map<std::string, core::vector2d<v3f> > m_bone_position; // Stores position and rotation for each bone name
+ bool m_bone_position_sent;
+
+ int m_attachment_parent_id;
+ std::string m_attachment_bone;
+ v3f m_attachment_position;
+ v3f m_attachment_rotation;
+ bool m_attachment_sent;
+
+public:
+ // Some flags used by Server
+ bool m_moved;
+ bool m_inventory_not_sent;
+ bool m_hp_not_sent;
+ bool m_wielded_item_not_sent;
+
+ float m_physics_override_speed;
+ float m_physics_override_jump;
+ float m_physics_override_gravity;
+ bool m_physics_override_sent;