]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/content_cao.cpp
LocalPlayer:set_physics_override; minetest.register_on_recieve_physics_override
[dragonfireclient.git] / src / client / content_cao.cpp
index 49463c3d384efcb1d20d952ce49e486bb4e6f5cb..aed576372fccdb24e1362de6d6e5b7ab1c538d10 100644 (file)
@@ -47,6 +47,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <algorithm>
 #include <cmath>
 #include "client/shader.h"
+#include "script/scripting_client.h"
 
 class Settings;
 struct ToolCapabilities;
@@ -162,6 +163,15 @@ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
        matrix.setTextureScale(txs, tys);
 }
 
+// Evaluate transform chain recursively; irrlicht does not do this for us
+static void updatePositionRecursive(scene::ISceneNode *node)
+{
+       scene::ISceneNode *parent = node->getParent();
+       if (parent)
+               updatePositionRecursive(parent);
+       node->updateAbsolutePosition();
+}
+
 /*
        TestCAO
 */
@@ -181,8 +191,7 @@ class TestCAO : public ClientActiveObject
 
        void addToScene(ITextureSource *tsrc);
        void removeFromScene(bool permanent);
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
+       void updateLight(u32 day_night_ratio);
        void updateNodePos();
 
        void step(float dtime, ClientEnvironment *env);
@@ -231,7 +240,7 @@ void TestCAO::addToScene(ITextureSource *tsrc)
        u16 indices[] = {0,1,2,2,3,0};
        buf->append(vertices, 4, indices, 6);
        // Set material
-       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+       buf->getMaterial().setFlag(video::EMF_LIGHTING, true);  // false
        buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
        buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
@@ -254,13 +263,8 @@ void TestCAO::removeFromScene(bool permanent)
        m_node = NULL;
 }
 
-void TestCAO::updateLight(u8 light_at_pos)
-{
-}
-
-v3s16 TestCAO::getLightPosition()
+void TestCAO::updateLight(u32 day_night_ratio)
 {
-       return floatToInt(m_position, BS);
 }
 
 void TestCAO::updateNodePos()
@@ -304,7 +308,6 @@ void TestCAO::processMessage(const std::string &data)
        GenericCAO
 */
 
-#include "genericobject.h"
 #include "clientobject.h"
 
 GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
@@ -470,12 +473,14 @@ void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f posit
        ClientActiveObject *parent = m_env->getActiveObject(parent_id);
 
        if (parent_id != old_parent) {
+               if (old_parent)
+                       m_waiting_for_reattach = 10;
                if (auto *o = m_env->getActiveObject(old_parent))
                        o->removeAttachmentChild(m_id);
                if (parent)
                        parent->addAttachmentChild(m_id);
        }
-
+       
        updateAttachments();
 }
 
@@ -576,16 +581,23 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
 
        m_visuals_expired = false;
 
-       if (!m_prop.is_visible) {
+       if (!m_prop.is_visible)
                return;
-       }
+
+       infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
 
        if (m_enable_shaders) {
                IShaderSource *shader_source = m_client->getShaderSource();
-               u32 shader_id = shader_source->getShader(
-                               "object_shader",
-                               TILE_MATERIAL_BASIC,
-                               NDT_NORMAL);
+               MaterialType material_type;
+
+               if (m_prop.shaded && m_prop.glow == 0)
+                       material_type = (m_prop.use_texture_alpha) ?
+                               TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
+               else
+                       material_type = (m_prop.use_texture_alpha) ?
+                               TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
+
+               u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
                m_material_type = shader_source->getShaderInfo(shader_id).material;
        } else {
                m_material_type = (m_prop.use_texture_alpha) ?
@@ -593,7 +605,6 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
        }
 
        auto grabMatrixNode = [this] {
-               infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
                m_matrixnode = RenderingEngine::get_scene_manager()->
                                addDummyTransformationSceneNode();
                m_matrixnode->grab();
@@ -714,6 +725,8 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                mesh->drop();
 
                m_meshnode->setScale(m_prop.visual_size);
+               m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+                       m_prop.backface_culling);
 
                setSceneNodeMaterial(m_meshnode);
        } else if (m_prop.visual == "mesh") {
@@ -724,6 +737,14 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                                addAnimatedMeshSceneNode(mesh, m_matrixnode);
                        m_animated_meshnode->grab();
                        mesh->drop(); // The scene node took hold of it
+
+                       if (!checkMeshNormals(mesh)) {
+                               infostream << "GenericCAO: recalculating normals for mesh "
+                                       << m_prop.mesh << std::endl;
+                               m_smgr->getMeshManipulator()->
+                                               recalculateNormals(mesh, true, false);
+                       }
+
                        m_animated_meshnode->animateJoints(); // Needed for some animations
                        m_animated_meshnode->setScale(m_prop.visual_size);
 
@@ -775,15 +796,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
        if (node && m_matrixnode)
                node->setParent(m_matrixnode);
 
-       if (node && !m_prop.nametag.empty() && !m_is_local_player) {
-               // Add nametag
-               v3f pos;
-               pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
-               m_nametag = m_client->getCamera()->addNametag(node,
-                       m_prop.nametag, m_prop.nametag_color,
-                       pos);
-       }
-
+       updateNametag();
        updateNodePos();
        updateAnimation();
        updateBonePosition();
@@ -791,34 +804,35 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
        setNodeLight(m_last_light);
 }
 
-void GenericCAO::updateLight(u8 light_at_pos)
-{
-       // Don't update light of attached one
-       if (getParent() != NULL) {
+void GenericCAO::updateLight(u32 day_night_ratio)
+{              
+       if (m_glow < 0)
                return;
-       }
-
-       updateLightNoCheck(light_at_pos);
 
-       // Update light of all children
-       for (u16 i : m_attachment_child_ids) {
-               ClientActiveObject *obj = m_env->getActiveObject(i);
-               if (obj) {
-                       obj->updateLightNoCheck(light_at_pos);
+       u8 light_at_pos = 0;
+       bool pos_ok = false;
+
+       if (g_settings->getBool("fullbright"))
+               light_at_pos = 255;
+               
+       v3s16 pos[3];
+       u16 npos = getLightPosition(pos);
+       for (u16 i = 0; i < npos; i++) {
+               bool this_ok;
+               MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
+               if (this_ok) {
+                       u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
+                       light_at_pos = MYMAX(light_at_pos, this_light);
+                       pos_ok = true;
                }
        }
-}
+       if (!pos_ok)
+               light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
 
-void GenericCAO::updateLightNoCheck(u8 light_at_pos)
-{
-       if (m_glow < 0)
-               return;
-
-       u8 li = decode_light(light_at_pos + m_glow);
-
-       if (li != m_last_light) {
-               m_last_light = li;
-               setNodeLight(li);
+       u8 light = decode_light(light_at_pos + m_glow);
+       if (light != m_last_light) {
+               m_last_light = light;
+               setNodeLight(light);
        }
 }
 
@@ -826,20 +840,27 @@ void GenericCAO::setNodeLight(u8 light)
 {
        video::SColor color(255, light, light, light);
 
-       if (m_enable_shaders) {
-               scene::ISceneNode *node = getSceneNode();
-
-               if (node == nullptr)
-                       return;
+       if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
+               if (m_wield_meshnode)
+                       m_wield_meshnode->setNodeLightColor(color);
+               return;
+       }
 
+       if (m_enable_shaders) {
                if (m_prop.visual == "upright_sprite") {
+                       if (!m_meshnode)
+                               return;
+
                        scene::IMesh *mesh = m_meshnode->getMesh();
                        for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
                                scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
-                               video::SMaterial &material = buf->getMaterial();
-                               material.EmissiveColor = color;
+                               buf->getMaterial().EmissiveColor = color;
                        }
                } else {
+                       scene::ISceneNode *node = getSceneNode();
+                       if (!node)
+                               return;
+
                        for (u32 i = 0; i < node->getMaterialCount(); ++i) {
                                video::SMaterial &material = node->getMaterial(i);
                                material.EmissiveColor = color;
@@ -850,20 +871,55 @@ void GenericCAO::setNodeLight(u8 light)
                        setMeshColor(m_meshnode->getMesh(), color);
                } else if (m_animated_meshnode) {
                        setAnimatedMeshColor(m_animated_meshnode, color);
-               } else if (m_wield_meshnode) {
-                       m_wield_meshnode->setColor(color);
                } else if (m_spritenode) {
                        m_spritenode->setColor(color);
                }
        }
 }
 
-v3s16 GenericCAO::getLightPosition()
+u16 GenericCAO::getLightPosition(v3s16 *pos)
+{
+       const auto &box = m_prop.collisionbox;
+       pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
+       pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
+
+       // Skip center pos if it falls into the same node as Min or MaxEdge
+       if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
+               return 2;
+       pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
+       return 3;
+}
+
+void GenericCAO::updateNametag()
 {
-       if (m_is_player)
-               return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
+       if (m_is_local_player && ! g_settings->getBool("freecam")) // No nametag for local player
+               return;
+
+       if (m_prop.nametag.empty()) {
+               // Delete nametag
+               if (m_nametag) {
+                       m_client->getCamera()->removeNametag(m_nametag);
+                       m_nametag = nullptr;
+               }
+               return;
+       }
 
-       return floatToInt(m_position, BS);
+       scene::ISceneNode *node = getSceneNode();
+       if (!node)
+               return;
+
+       v3f pos;
+       pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
+       if (!m_nametag) {
+               // Add nametag
+               m_nametag = m_client->getCamera()->addNametag(node,
+                       m_prop.nametag, m_prop.nametag_color, pos);
+       } else {
+               // Update nametag
+               m_nametag->nametag_text = m_prop.nametag;
+               m_nametag->nametag_color = m_prop.nametag_color;
+               m_nametag->nametag_pos = pos;
+       }
 }
 
 void GenericCAO::updateNodePos()
@@ -890,10 +946,12 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
        // Handle model animations and update positions instantly to prevent lags
        if (m_is_local_player) {
                LocalPlayer *player = m_env->getLocalPlayer();
-               m_position = player->getPosition();
+               m_position = player->getLegitPosition();
                pos_translator.val_current = m_position;
-               m_rotation.Y = wrapDegrees_0_360(player->getYaw());
-               rot_translator.val_current = m_rotation;
+               if (! g_settings->getBool("freecam")) {
+                       m_rotation.Y = wrapDegrees_0_360(player->getYaw());
+                       rot_translator.val_current = m_rotation;
+               }
 
                if (m_is_visible) {
                        int old_anim = player->last_animation;
@@ -903,9 +961,9 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                        const PlayerControl &controls = player->getPlayerControl();
 
                        bool walking = false;
-                       if (controls.up || controls.down || controls.left || controls.right ||
+                       if ((controls.up || controls.down || controls.left || controls.right ||
                                        controls.forw_move_joystick_axis != 0.f ||
-                                       controls.sidew_move_joystick_axis != 0.f)
+                                       controls.sidew_move_joystick_axis != 0.f) && ! g_settings->getBool("freecam"))
                                walking = true;
 
                        f32 new_speed = player->local_animation_speed;
@@ -921,7 +979,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                                        m_client->checkLocalPrivilege("fly"))))
                                        new_speed *= 1.5;
                        // slowdown speed if sneeking
-                       if (controls.sneak && walking)
+                       if (controls.sneak && walking && ! g_settings->getBool("no_slow"))
                                new_speed /= 2;
 
                        if (walking && (controls.LMB || controls.RMB)) {
@@ -1069,10 +1127,13 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                        updateTextures(m_previous_texture_modifier);
                }
        }
+
        if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
-               m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI;
-               rot_translator.val_current = m_rotation;
-               updateNodePos();
+               // This is the child node's rotation. It is only used for automatic_rotate.
+               v3f local_rot = node->getRotation();
+               local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
+                               m_prop.automatic_rotate);
+               node->setRotation(local_rot);
        }
 
        if (!getParent() && m_prop.automatic_face_movement_dir &&
@@ -1093,6 +1154,18 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                rot_translator.val_current = m_rotation;
                updateNodePos();
        }
+
+       if (m_animated_meshnode) {
+               // Everything must be updated; the whole transform
+               // chain as well as the animated mesh node.
+               // Otherwise, bone attachments would be relative to
+               // a position that's one frame old.
+               if (m_matrixnode)
+                       updatePositionRecursive(m_matrixnode);
+               m_animated_meshnode->updateAbsolutePosition();
+               m_animated_meshnode->animateJoints();
+               updateBonePosition();
+       }
 }
 
 void GenericCAO::updateTexturePos()
@@ -1357,16 +1430,53 @@ void GenericCAO::updateBonePosition()
                return;
 
        m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
-       for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
-                       ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
-               std::string bone_name = (*ii).first;
-               v3f bone_pos = (*ii).second.X;
-               v3f bone_rot = (*ii).second.Y;
+       for (auto &it : m_bone_position) {
+               std::string bone_name = it.first;
                irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
-               if(bone)
-               {
-                       bone->setPosition(bone_pos);
+               if (bone) {
+                       bone->setPosition(it.second.X);
+                       bone->setRotation(it.second.Y);
+               }
+       }
+
+       // search through bones to find mistakenly rotated bones due to bug in Irrlicht
+       for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
+               irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
+               if (!bone)
+                       continue;
+
+               //If bone is manually positioned there is no need to perform the bug check
+               bool skip = false;
+               for (auto &it : m_bone_position) {
+                       if (it.first == bone->getName()) {
+                               skip = true;
+                               break;
+                       }
+               }
+               if (skip)
+                       continue;
+
+               // Workaround for Irrlicht bug
+               // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
+               // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
+               // and update the bones transformation.
+               v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
+               float offset = fabsf(bone_rot.X - bone->getRotation().X);
+               if (offset > 179.9f && offset < 180.1f) {
                        bone->setRotation(bone_rot);
+                       bone->updateAbsolutePosition();
+               }
+       }
+       // The following is needed for set_bone_pos to propagate to
+       // attached objects correctly.
+       // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
+       for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
+               auto bone = m_animated_meshnode->getJointNode(i);
+               // Look for the root bone.
+               if (bone && bone->getParent() == m_animated_meshnode) {
+                       // Update entire skeleton.
+                       bone->updateAbsolutePositionOfAllChildren();
+                       break;
                }
        }
 }
@@ -1391,15 +1501,17 @@ void GenericCAO::updateAttachments()
 
        if (!parent) { // Detach or don't attach
                if (m_matrixnode) {
+                       v3s16 camera_offset = m_env->getCameraOffset();
                        v3f old_pos = getPosition();
 
                        m_matrixnode->setParent(m_smgr->getRootSceneNode());
-                       getPosRotMatrix().setTranslation(old_pos);
+                       getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
                        m_matrixnode->updateAbsolutePosition();
                }
        }
        else // Attach
        {
+               parent->updateAttachments();
                scene::ISceneNode *parent_node = parent->getSceneNode();
                scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
                                parent->getAnimatedMeshSceneNode();
@@ -1409,6 +1521,7 @@ void GenericCAO::updateAttachments()
 
                if (m_matrixnode && parent_node) {
                        m_matrixnode->setParent(parent_node);
+                       parent_node->updateAbsolutePosition();
                        getPosRotMatrix().setTranslation(m_attachment_position);
                        //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
                        // use Irrlicht eulers instead
@@ -1418,21 +1531,55 @@ void GenericCAO::updateAttachments()
        }
 }
 
+bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
+{
+       const ObjectProperties &old = m_prop;
+       /* Visuals do not need to be expired for:
+        * - nametag props: handled by updateNametag()
+        * - textures:      handled by updateTextures()
+        * - sprite props:  handled by updateTexturePos()
+        * - glow:          handled by updateLight()
+        * - any other properties that do not change appearance
+        */
+
+       bool uses_legacy_texture = new_.wield_item.empty() &&
+               (new_.visual == "wielditem" || new_.visual == "item");
+       // Ordered to compare primitive types before std::vectors
+       return old.backface_culling != new_.backface_culling ||
+               old.is_visible != new_.is_visible ||
+               old.mesh != new_.mesh ||
+               old.shaded != new_.shaded ||
+               old.use_texture_alpha != new_.use_texture_alpha ||
+               old.visual != new_.visual ||
+               old.visual_size != new_.visual_size ||
+               old.wield_item != new_.wield_item ||
+               old.colors != new_.colors ||
+               (uses_legacy_texture && old.textures != new_.textures);
+}
+
 void GenericCAO::processMessage(const std::string &data)
 {
        //infostream<<"GenericCAO: Got message"<<std::endl;
        std::istringstream is(data, std::ios::binary);
        // command
        u8 cmd = readU8(is);
-       if (cmd == GENERIC_CMD_SET_PROPERTIES) {
-               m_prop = gob_read_set_properties(is);
+       if (cmd == AO_CMD_SET_PROPERTIES) {
+               ObjectProperties newprops;
+               newprops.deSerialize(is);
+
+               // Check what exactly changed
+               bool expire_visuals = visualExpiryRequired(newprops);
+               bool textures_changed = m_prop.textures != newprops.textures;
+
+               // Apply changes
+               m_prop = std::move(newprops);
 
                m_selection_box = m_prop.selectionbox;
                m_selection_box.MinEdge *= BS;
                m_selection_box.MaxEdge *= BS;
 
-               m_tx_size.X = 1.0 / m_prop.spritediv.X;
-               m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
+               m_tx_size.X = 1.0f / m_prop.spritediv.X;
+               m_tx_size.Y = 1.0f / m_prop.spritediv.Y;
 
                if(!m_initial_tx_basepos_set){
                        m_initial_tx_basepos_set = true;
@@ -1452,18 +1599,25 @@ void GenericCAO::processMessage(const std::string &data)
                if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
                        m_prop.nametag = m_name;
 
-               expireVisuals();
-       } else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
+               if (expire_visuals) {
+                       expireVisuals();
+               } else {
+                       infostream << "GenericCAO: properties updated but expiring visuals"
+                               << " not necessary" << std::endl;
+                       if (textures_changed) {
+                               // don't update while punch texture modifier is active
+                               if (m_reset_textures_timer < 0)
+                                       updateTextures(m_current_texture_modifier);
+                       }
+                       updateNametag();
+               }
+       } else if (cmd == AO_CMD_UPDATE_POSITION) {
                // Not sent by the server if this object is an attachment.
                // We might however get here if the server notices the object being detached before the client.
                m_position = readV3F32(is);
                m_velocity = readV3F32(is);
                m_acceleration = readV3F32(is);
-
-               if (std::fabs(m_prop.automatic_rotate) < 0.001f)
-                       m_rotation = readV3F32(is);
-               else
-                       readV3F32(is);
+               m_rotation = readV3F32(is);
 
                m_rotation = wrapDegrees_0_360_v3f(m_rotation);
                bool do_interpolate = readU8(is);
@@ -1487,16 +1641,16 @@ void GenericCAO::processMessage(const std::string &data)
                }
                rot_translator.update(m_rotation, false, update_interval);
                updateNodePos();
-       } else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
+       } else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
                std::string mod = deSerializeString(is);
 
-               // immediatly reset a engine issued texture modifier if a mod sends a different one
+               // immediately reset a engine issued texture modifier if a mod sends a different one
                if (m_reset_textures_timer > 0) {
                        m_reset_textures_timer = -1;
                        updateTextures(m_previous_texture_modifier);
                }
                updateTextures(mod);
-       } else if (cmd == GENERIC_CMD_SET_SPRITE) {
+       } else if (cmd == AO_CMD_SET_SPRITE) {
                v2s16 p = readV2S16(is);
                int num_frames = readU16(is);
                float framelength = readF32(is);
@@ -1508,7 +1662,7 @@ void GenericCAO::processMessage(const std::string &data)
                m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
 
                updateTexturePos();
-       } else if (cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
+       } else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
                float override_speed = readF32(is);
                float override_jump = readF32(is);
                float override_gravity = readF32(is);
@@ -1520,6 +1674,11 @@ void GenericCAO::processMessage(const std::string &data)
 
                if(m_is_local_player)
                {
+                       Client *client = m_env->getGameDef();
+                       
+                       if (client->modsLoaded() && client->getScript()->on_recieve_physics_override(override_speed, override_jump, override_gravity, sneak, sneak_glitch, new_move))
+                               return;
+                       
                        LocalPlayer *player = m_env->getLocalPlayer();
                        player->physics_override_speed = override_speed;
                        player->physics_override_jump = override_jump;
@@ -1528,7 +1687,7 @@ void GenericCAO::processMessage(const std::string &data)
                        player->physics_override_sneak_glitch = sneak_glitch;
                        player->physics_override_new_move = new_move;
                }
-       } else if (cmd == GENERIC_CMD_SET_ANIMATION) {
+       } else if (cmd == AO_CMD_SET_ANIMATION) {
                // TODO: change frames send as v2s32 value
                v2f range = readV2F32(is);
                if (!m_is_local_player) {
@@ -1562,17 +1721,17 @@ void GenericCAO::processMessage(const std::string &data)
                                        updateAnimation();
                        }
                }
-       } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
+       } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
                m_animation_speed = readF32(is);
                updateAnimationSpeed();
-       } else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
+       } else if (cmd == AO_CMD_SET_BONE_POSITION) {
                std::string bone = deSerializeString(is);
                v3f position = readV3F32(is);
                v3f rotation = readV3F32(is);
                m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
 
-               updateBonePosition();
-       } else if (cmd == GENERIC_CMD_ATTACH_TO) {
+               // updateBonePosition(); now called every step
+       } else if (cmd == AO_CMD_ATTACH_TO) {
                u16 parent_id = readS16(is);
                std::string bone = deSerializeString(is);
                v3f position = readV3F32(is);
@@ -1583,7 +1742,7 @@ void GenericCAO::processMessage(const std::string &data)
                // localplayer itself can't be attached to localplayer
                if (!m_is_local_player)
                        m_is_visible = !m_attached_to_local;
-       } else if (cmd == GENERIC_CMD_PUNCHED) {
+       } else if (cmd == AO_CMD_PUNCHED) {
                u16 result_hp = readU16(is);
 
                // Use this instead of the send damage to not interfere with prediction
@@ -1604,13 +1763,11 @@ void GenericCAO::processMessage(const std::string &data)
                                                m_smgr, m_env, m_position,
                                                v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
                                m_env->addSimpleObject(simple);
-                       } else if (m_reset_textures_timer < 0) {
-                               // TODO: Execute defined fast response
-                               // Flashing shall suffice as there is no definition
+                       } else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
                                m_reset_textures_timer = 0.05;
                                if(damage >= 2)
                                        m_reset_textures_timer += 0.05 * damage;
-                               updateTextures(m_current_texture_modifier + "^[brighten");
+                               updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
                        }
                }
 
@@ -1621,7 +1778,7 @@ void GenericCAO::processMessage(const std::string &data)
                        if (!m_is_player)
                                clearChildAttachments();
                }
-       } else if (cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
+       } else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
                m_armor_groups.clear();
                int armor_groups_size = readU16(is);
                for(int i=0; i<armor_groups_size; i++)
@@ -1630,22 +1787,14 @@ void GenericCAO::processMessage(const std::string &data)
                        int rating = readS16(is);
                        m_armor_groups[name] = rating;
                }
-       } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
-               // Deprecated, for backwards compatibility only.
-               readU8(is); // version
-               m_prop.nametag_color = readARGB8(is);
-               if (m_nametag != NULL) {
-                       m_nametag->nametag_color = m_prop.nametag_color;
-                       v3f pos;
-                       pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
-                       m_nametag->nametag_pos = pos;
-               }
-       } else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
+       } else if (cmd == AO_CMD_SPAWN_INFANT) {
                u16 child_id = readU16(is);
                u8 type = readU8(is); // maybe this will be useful later
                (void)type;
 
                addAttachmentChild(child_id);
+       } else if (cmd == AO_CMD_OBSOLETE1) {
+               // Don't do anything and also don't log a warning
        } else {
                warningstream << FUNCTION_NAME
                        << ": unknown command or outdated client \""
@@ -1681,13 +1830,11 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
                                        v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
                        m_env->addSimpleObject(simple);
                }
-               // TODO: Execute defined fast response
-               // Flashing shall suffice as there is no definition
-               if (m_reset_textures_timer < 0) {
+               if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
                        m_reset_textures_timer = 0.05;
                        if (result.damage >= 2)
                                m_reset_textures_timer += 0.05 * result.damage;
-                       updateTextures(m_current_texture_modifier + "^[brighten");
+                       updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
                }
        }