class IGameDef;
class LocalPlayer;
struct ItemStack;
+class WieldMeshSceneNode;
class ClientActiveObject : public ActiveObject
{
virtual void removeFromScene(bool permanent){}
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
+ virtual void updateLightNoCheck(u8 light_at_pos){}
virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
- virtual core::aabbox3d<f32>* getCollisionBox(){return NULL;}
+ virtual bool getCollisionBox(aabb3f *toset){return false;}
virtual bool collideWithObjects(){return false;}
virtual v3f getPosition(){return v3f(0,0,0);}
+ virtual scene::ISceneNode *getSceneNode(){return NULL;}
virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
+ virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;}
virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;}
- virtual bool isPlayer(){return false;}
- virtual bool isLocalPlayer(){return false;}
+ virtual bool isPlayer() const {return false;}
+ virtual bool isLocalPlayer() const {return false;}
virtual void setAttachments(){}
virtual bool doShowSelectionBox(){return true;}
virtual void updateCameraOffset(v3s16 camera_offset){};
-
+
// Step object in time
virtual void step(float dtime, ClientEnvironment *env){}
-
+
// Process a message sent by the server side object
virtual void processMessage(const std::string &data){}
virtual std::string infoText() {return "";}
virtual std::string debugInfoText() {return "";}
-
+
/*
This takes the return value of
ServerActiveObject::getClientInitializationData
*/
virtual void initialize(const std::string &data){}
-
+
// Create a certain type of ClientActiveObject
- static ClientActiveObject* create(u8 type, IGameDef *gamedef,
+ static ClientActiveObject* create(ActiveObjectType type, IGameDef *gamedef,
ClientEnvironment *env);
// If returns true, punch will not be sent to the server
};
#endif
-