class ClientActiveObject;
class ClientEnvironment;
class IGameDef;
+struct ContentFeatures;
struct collisionMoveResult;
enum LocalPlayerAnimations
inline void setPosition(const v3f &position)
{
m_position = position;
+ if (! m_freecam)
+ m_legit_position = position;
m_sneak_node_exists = false;
}
v3f getPosition() const { return m_position; }
+ v3f getLegitPosition() const { return m_legit_position; }
+
+ v3f getLegitSpeed() const { return m_freecam ? m_legit_speed : m_speed; }
+
+ v3f getSendSpeed();
+
+ inline void setLegitPosition(const v3f &position)
+ {
+ if (m_freecam)
+ m_legit_position = position;
+ else
+ setPosition(position);
+ }
+
+ inline void freecamEnable()
+ {
+ m_freecam = true;
+ }
+
+ inline void freecamDisable()
+ {
+ m_freecam = false;
+ setPosition(m_legit_position);
+ setSpeed(m_legit_speed);
+ }
+
// Non-transformed eye offset getters
// For accurate positions, use the Camera functions
v3f getEyePosition() const { return m_position + getEyeOffset(); }
inline Lighting& getLighting() { return m_lighting; }
+ void tryReattach(int id);
+
+ bool isWaitingForReattach() const;
+
+ bool canWalkOn(const ContentFeatures &f);
+
private:
void accelerate(const v3f &target_speed, const f32 max_increase_H,
const f32 max_increase_V, const bool use_pitch);
const v3f &position_before_move, const v3f &speed_before_move,
f32 pos_max_d);
+ bool m_freecam = false;
v3f m_position;
+ v3f m_legit_position;
+ v3f m_legit_speed;
v3s16 m_standing_node;
v3s16 m_sneak_node = v3s16(32767, 32767, 32767);