#include "utility.h" // For IntervalLimiter
#include "itemdef.h"
#include "tool.h"
+#include "content_cso.h"
class Settings;
struct ToolCapabilities;
class LuaEntityCAO : public ClientActiveObject
{
private:
+ scene::ISceneManager *m_smgr;
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_meshnode;
scene::IBillboardSceneNode *m_spritenode;
public:
LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject(0, gamedef, env),
+ m_smgr(NULL),
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
m_meshnode(NULL),
m_spritenode(NULL),
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr)
{
+ m_smgr = smgr;
+
if(m_meshnode != NULL || m_spritenode != NULL)
return;
void updateLight(u8 light_at_pos)
{
+ bool is_visible = (m_hp != 0);
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
if(m_meshnode){
setMeshColor(m_meshnode->getMesh(), color);
- m_meshnode->setVisible(true);
+ m_meshnode->setVisible(is_visible);
}
if(m_spritenode){
m_spritenode->setColor(color);
- m_spritenode->setVisible(true);
+ m_spritenode->setVisible(is_visible);
}
}
if(result.did_punch && result.damage != 0)
{
- if(result.damage < m_hp)
+ if(result.damage < m_hp){
m_hp -= result.damage;
- else
+ } else {
m_hp = 0;
+ // TODO: Execute defined fast response
+ // As there is no definition, make a smoke puff
+ ClientSimpleObject *simple = createSmokePuff(
+ m_smgr, m_env, m_position,
+ m_prop->visual_size * BS);
+ m_env->addSimpleObject(simple);
+ }
// TODO: Execute defined fast response
- // I guess flashing is fine as of now
+ // Flashing shall suffice as there is no definition
updateTextures("^[brighten");
m_reset_textures_timer = 0.1;
}