void setDigging(s32 button);
// Replace the wielded item mesh
- void wield(const ItemStack &item);
+ void wield(const ItemStack &item, u16 playeritem);
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
s32 m_view_bobbing_state;
// Speed of view bobbing animation
f32 m_view_bobbing_speed;
+ // Fall view bobbing
+ f32 m_view_bobbing_fall;
// Digging animation frame (0 <= m_digging_anim < 1)
f32 m_digging_anim;
//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;
};
#endif