]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/content_cao.cpp
Add disable_jump check for the player's feet
[dragonfireclient.git] / src / client / content_cao.cpp
index 0863f377c2167d1dc735a16977d59445e885e328..cdc12f04194aa0bbea4bb68404e1df195051a71b 100644 (file)
@@ -46,6 +46,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "wieldmesh.h"
 #include <algorithm>
 #include <cmath>
+#include "client/shader.h"
 
 class Settings;
 struct ToolCapabilities;
@@ -303,7 +304,6 @@ void TestCAO::processMessage(const std::string &data)
        GenericCAO
 */
 
-#include "genericobject.h"
 #include "clientobject.h"
 
 GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
@@ -352,6 +352,8 @@ void GenericCAO::initialize(const std::string &data)
                        player->setCAO(this);
                }
        }
+
+       m_enable_shaders = g_settings->getBool("enable_shaders");
 }
 
 void GenericCAO::processInitData(const std::string &data)
@@ -573,33 +575,51 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
 
        m_visuals_expired = false;
 
-       if (!m_prop.is_visible) {
+       if (!m_prop.is_visible)
                return;
-       }
 
-       video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
-               video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       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",
+                               (m_prop.use_texture_alpha) ? TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC,
+                               NDT_NORMAL);
+               m_material_type = shader_source->getShaderInfo(shader_id).material;
+       } else {
+               m_material_type = (m_prop.use_texture_alpha) ?
+                       video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       }
 
        auto grabMatrixNode = [this] {
-               infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
                m_matrixnode = RenderingEngine::get_scene_manager()->
                                addDummyTransformationSceneNode();
                m_matrixnode->grab();
        };
 
+       auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
+               node->setMaterialFlag(video::EMF_LIGHTING, false);
+               node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+               node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+               node->setMaterialType(m_material_type);
+
+               if (m_enable_shaders) {
+                       node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
+                       node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
+               }
+       };
+
        if (m_prop.visual == "sprite") {
-               getMatrixNode();
+               grabMatrixNode();
                m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
                                m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
                m_spritenode->grab();
                m_spritenode->setMaterialTexture(0,
                                tsrc->getTextureForMesh("unknown_node.png"));
-               m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
-               m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-               m_spritenode->setMaterialType(material_type);
-               m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
-               u8 li = m_last_light;
-               m_spritenode->setColor(video::SColor(255,li,li,li));
+
+               setSceneNodeMaterial(m_spritenode);
+
                m_spritenode->setSize(v2f(m_prop.visual_size.X,
                                m_prop.visual_size.Y) * BS);
                {
@@ -609,20 +629,19 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                                        txs, tys, 0, 0);
                }
        } else if (m_prop.visual == "upright_sprite") {
-               getMatrixNode();
+               grabMatrixNode();
                scene::SMesh *mesh = new scene::SMesh();
                double dx = BS * m_prop.visual_size.X / 2;
                double dy = BS * m_prop.visual_size.Y / 2;
-               u8 li = m_last_light;
-               video::SColor c(255, li, li, li);
+               video::SColor c(0xFFFFFFFF);
 
                { // Front
                        scene::IMeshBuffer *buf = new scene::SMeshBuffer();
                        video::S3DVertex vertices[4] = {
-                               video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
-                               video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
-                               video::S3DVertex( dx,  dy, 0, 0,0,0, c, 0,0),
-                               video::S3DVertex(-dx,  dy, 0, 0,0,0, c, 1,0),
+                               video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
+                               video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
+                               video::S3DVertex( dx,  dy, 0, 0,0,1, c, 0,0),
+                               video::S3DVertex(-dx,  dy, 0, 0,0,1, c, 1,0),
                        };
                        if (m_is_player) {
                                // Move minimal Y position to 0 (feet position)
@@ -635,7 +654,14 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
                        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
                        buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       buf->getMaterial().MaterialType = m_material_type;
+
+                       if (m_enable_shaders) {
+                               buf->getMaterial().EmissiveColor = c;
+                               buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
+                               buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
+                       }
+
                        // Add to mesh
                        mesh->addMeshBuffer(buf);
                        buf->drop();
@@ -643,10 +669,10 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                { // Back
                        scene::IMeshBuffer *buf = new scene::SMeshBuffer();
                        video::S3DVertex vertices[4] = {
-                               video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
-                               video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
-                               video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
-                               video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
+                               video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
+                               video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
+                               video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
+                               video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
                        };
                        if (m_is_player) {
                                // Move minimal Y position to 0 (feet position)
@@ -659,7 +685,14 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
                        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
                        buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       buf->getMaterial().MaterialType = m_material_type;
+
+                       if (m_enable_shaders) {
+                               buf->getMaterial().EmissiveColor = c;
+                               buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
+                               buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
+                       }
+
                        // Add to mesh
                        mesh->addMeshBuffer(buf);
                        buf->drop();
@@ -672,7 +705,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                // This is needed for changing the texture in the future
                m_meshnode->setReadOnlyMaterials(true);
        } else if (m_prop.visual == "cube") {
-               getMatrixNode();
+               grabMatrixNode();
                scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
                m_meshnode = RenderingEngine::get_scene_manager()->
                        addMeshSceneNode(mesh, m_matrixnode);
@@ -680,15 +713,12 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                mesh->drop();
 
                m_meshnode->setScale(m_prop.visual_size);
-               u8 li = m_last_light;
-               setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+               m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+                       m_prop.backface_culling);
 
-               m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
-               m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-               m_meshnode->setMaterialType(material_type);
-               m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+               setSceneNodeMaterial(m_meshnode);
        } else if (m_prop.visual == "mesh") {
-               getMatrixNode();
+               grabMatrixNode();
                scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
                if (mesh) {
                        m_animated_meshnode = RenderingEngine::get_scene_manager()->
@@ -697,23 +727,20 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        mesh->drop(); // The scene node took hold of it
                        m_animated_meshnode->animateJoints(); // Needed for some animations
                        m_animated_meshnode->setScale(m_prop.visual_size);
-                       u8 li = m_last_light;
 
                        // set vertex colors to ensure alpha is set
-                       setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+                       setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
+
+                       setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
 
-                       setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
+                       setSceneNodeMaterial(m_animated_meshnode);
 
-                       m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
-                       m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-                       m_animated_meshnode->setMaterialType(material_type);
-                       m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
                        m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
                                m_prop.backface_culling);
                } else
                        errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
        } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
-               getMatrixNode();
+               grabMatrixNode();
                ItemStack item;
                if (m_prop.wield_item.empty()) {
                        // Old format, only textures are specified.
@@ -734,8 +761,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        (m_prop.visual == "wielditem"));
 
                m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
-               u8 li = m_last_light;
-               m_wield_meshnode->setColor(video::SColor(255, li, li, li));
+               m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
        } else {
                infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
                                <<"\" not supported"<<std::endl;
@@ -763,6 +789,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
        updateAnimation();
        updateBonePosition();
        updateAttachments();
+       setNodeLight(m_last_light);
 }
 
 void GenericCAO::updateLight(u8 light_at_pos)
@@ -789,15 +816,48 @@ void GenericCAO::updateLightNoCheck(u8 light_at_pos)
                return;
 
        u8 li = decode_light(light_at_pos + m_glow);
+
        if (li != m_last_light) {
                m_last_light = li;
-               video::SColor color(255,li,li,li);
+               setNodeLight(li);
+       }
+}
+
+void GenericCAO::setNodeLight(u8 light)
+{
+       video::SColor color(255, light, light, light);
+
+       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);
+                               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;
+                       }
+               }
+       } else {
                if (m_meshnode) {
                        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);
                }
@@ -833,6 +893,11 @@ void GenericCAO::updateNodePos()
 
 void GenericCAO::step(float dtime, ClientEnvironment *env)
 {
+       if (m_animated_meshnode) {
+               m_animated_meshnode->animateJoints();
+               updateBonePosition();
+       }
+       
        // Handle model animations and update positions instantly to prevent lags
        if (m_is_local_player) {
                LocalPlayer *player = m_env->getLocalPlayer();
@@ -1015,10 +1080,13 @@ 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 &&
@@ -1101,16 +1169,13 @@ void GenericCAO::updateTextures(std::string mod)
        m_current_texture_modifier = mod;
        m_glow = m_prop.glow;
 
-       video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
-               video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
        if (m_spritenode) {
                if (m_prop.visual == "sprite") {
                        std::string texturestring = "unknown_node.png";
                        if (!m_prop.textures.empty())
                                texturestring = m_prop.textures[0];
                        texturestring += mod;
-                       m_spritenode->getMaterial(0).MaterialType = material_type;
+                       m_spritenode->getMaterial(0).MaterialType = m_material_type;
                        m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
                        m_spritenode->setMaterialTexture(0,
                                        tsrc->getTextureForMesh(texturestring));
@@ -1146,7 +1211,7 @@ void GenericCAO::updateTextures(std::string mod)
 
                                // Set material flags and texture
                                video::SMaterial& material = m_animated_meshnode->getMaterial(i);
-                               material.MaterialType = material_type;
+                               material.MaterialType = m_material_type;
                                material.MaterialTypeParam = 0.5f;
                                material.TextureLayer[0].Texture = texture;
                                material.setFlag(video::EMF_LIGHTING, true);
@@ -1193,7 +1258,7 @@ void GenericCAO::updateTextures(std::string mod)
 
                                // Set material flags and texture
                                video::SMaterial& material = m_meshnode->getMaterial(i);
-                               material.MaterialType = material_type;
+                               material.MaterialType = m_material_type;
                                material.MaterialTypeParam = 0.5f;
                                material.setFlag(video::EMF_LIGHTING, false);
                                material.setFlag(video::EMF_BILINEAR_FILTER, false);
@@ -1306,16 +1371,41 @@ 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();
                }
        }
 }
@@ -1367,14 +1457,23 @@ void GenericCAO::updateAttachments()
        }
 }
 
+void GenericCAO::readAOMessageProperties(std::istream &is)
+{
+       // Reset object properties first
+       m_prop = ObjectProperties();
+
+       // Then read the whole new stream
+       m_prop.deSerialize(is);
+}
+
 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) {
+               readAOMessageProperties(is);
 
                m_selection_box = m_prop.selectionbox;
                m_selection_box.MinEdge *= BS;
@@ -1402,17 +1501,13 @@ void GenericCAO::processMessage(const std::string &data)
                        m_prop.nametag = m_name;
 
                expireVisuals();
-       } else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
+       } 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);
@@ -1436,16 +1531,16 @@ 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);
@@ -1457,7 +1552,7 @@ 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);
@@ -1477,7 +1572,7 @@ 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) {
@@ -1511,17 +1606,17 @@ 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);
@@ -1532,7 +1627,7 @@ 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
@@ -1553,13 +1648,11 @@ 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);
                        }
                }
 
@@ -1570,7 +1663,7 @@ 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++)
@@ -1579,7 +1672,7 @@ void GenericCAO::processMessage(const std::string &data)
                        int rating = readS16(is);
                        m_armor_groups[name] = rating;
                }
-       } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
+       } else if (cmd == AO_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
                // Deprecated, for backwards compatibility only.
                readU8(is); // version
                m_prop.nametag_color = readARGB8(is);
@@ -1589,7 +1682,7 @@ void GenericCAO::processMessage(const std::string &data)
                        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;
@@ -1630,13 +1723,11 @@ 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);
                }
        }