}
else if(m_prop.visual == "mesh"){
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
- scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
+ scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
if(mesh)
{
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
+ mesh->drop(); // The scene node took hold of it
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
m_prop.visual_size.Y,
updateNodePos();
}
- if (getParent() == NULL && m_prop.automatic_face_movement_dir){
- m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI;
+ if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
+ (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
+ m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
updateNodePos();
}
}
m_acceleration = readV3F1000(is);
if(fabs(m_prop.automatic_rotate) < 0.001)
m_yaw = readF1000(is);
+ else
+ readF1000(is);
bool do_interpolate = readU8(is);
bool is_end_position = readU8(is);
float update_interval = readF1000(is);
float override_speed = readF1000(is);
float override_jump = readF1000(is);
float override_gravity = readF1000(is);
+ // these are sent inverted so we get true when the server sends nothing
+ bool sneak = !readU8(is);
+ bool sneak_glitch = !readU8(is);
+
if(m_is_local_player)
{
LocalPlayer *player = m_env->getLocalPlayer();
player->physics_override_speed = override_speed;
player->physics_override_jump = override_jump;
player->physics_override_gravity = override_gravity;
+ player->physics_override_sneak = sneak;
+ player->physics_override_sneak_glitch = sneak_glitch;
}
}
else if(cmd == GENERIC_CMD_SET_ANIMATION)