#include "irrlichttypes_extrabloated.h"
#include "inventory.h"
#include "mesh.h"
-#include "tile.h"
+#include "client/tile.h"
#include "util/numeric.h"
#include <ICameraSceneNode.h>
class LocalPlayer;
struct MapDrawControl;
class IGameDef;
+class WieldMeshSceneNode;
enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
}
// Checks if the constructor was able to create the scene nodes
- bool successfullyCreated(std::wstring& error_message);
+ bool successfullyCreated(std::string &error_message);
// Step the camera: updates the viewing range and view bobbing.
void step(f32 dtime);
void setDigging(s32 button);
// Replace the wielded item mesh
- void wield(const ItemStack &item, u16 playeritem);
+ void wield(const ItemStack &item);
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
scene::ICameraSceneNode* m_cameranode;
scene::ISceneManager* m_wieldmgr;
- scene::IMeshSceneNode* m_wieldnode;
- u8 m_wieldlight;
+ WieldMeshSceneNode* m_wieldnode;
// draw control
MapDrawControl& m_draw_control;
// If 1, right-click digging animation
s32 m_digging_button;
- //dummymesh for camera
- irr::scene::IAnimatedMesh* m_dummymesh;
-
// Animation when changing wielded item
f32 m_wield_change_timer;
- scene::IMesh *m_wield_mesh_next;
- u16 m_previous_playeritem;
- std::string m_previous_itemname;
+ ItemStack m_wield_item_next;
CameraMode m_camera_mode;
+
+ f32 m_cache_fall_bobbing_amount;
+ f32 m_cache_view_bobbing_amount;
+ f32 m_cache_wanted_fps;
+ f32 m_cache_fov;
+ bool m_cache_view_bobbing;
};
#endif