IItemDefManager *idef = m_gamedef->idef();
ItemStack item;
item.deSerialize(is, idef);
- texture = item.getDefinition(idef).inventory_texture;
+ texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
}
catch(SerializationError &e)
{
{
infostream<<"GenericCAO: Got init data"<<std::endl;
std::istringstream is(data, std::ios::binary);
+ int num_messages = 0;
// version
u8 version = readU8(is);
// check version
- if(version != 0){
+ if(version == 1) // In PROTOCOL_VERSION 14
+ {
+ m_name = deSerializeString(is);
+ m_is_player = readU8(is);
+ m_id = readS16(is);
+ m_position = readV3F1000(is);
+ m_yaw = readF1000(is);
+ m_hp = readS16(is);
+ num_messages = readU8(is);
+ }
+ else if(version == 0) // In PROTOCOL_VERSION 13
+ {
+ m_name = deSerializeString(is);
+ m_is_player = readU8(is);
+ m_position = readV3F1000(is);
+ m_yaw = readF1000(is);
+ m_hp = readS16(is);
+ num_messages = readU8(is);
+ }
+ else
+ {
errorstream<<"GenericCAO: Unsupported init data version"
<<std::endl;
return;
}
- m_name = deSerializeString(is);
- m_is_player = readU8(is);
- m_id = readS16(is);
- m_position = readV3F1000(is);
- m_yaw = readF1000(is);
- m_hp = readS16(is);
-
- int num_messages = readU8(is);
+
for(int i=0; i<num_messages; i++){
std::string message = deSerializeLongString(is);
processMessage(message);
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+ m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
else if(m_prop.visual == "mesh"){
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+ m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
IItemDefManager *idef = m_gamedef->idef();
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
- scene::IMesh *item_mesh = item.getDefinition(idef).wield_mesh;
+ scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
// Copy mesh to be able to set unique vertex colors
scene::IMeshManipulator *manip =
wname.c_str(), video::SColor(255,255,255,255), node);
m_textnode->setPosition(v3f(0, BS*1.1, 0));
}
-
+
updateNodePos();
+ updateAnimation();
+ updateBonePosition();
+ updateAttachments();
}
void expireVisuals()
removeFromScene(false);
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
- updateAnimation();
- updateBonePosition();
- updateAttachments();
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
if(m_prop.visual == "mesh")
{
- for (u32 i = 0; i < m_prop.textures.size(); ++i)
+ for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
{
std::string texturestring = m_prop.textures[i];
if(texturestring == "")
m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
- for (u32 i = 0; i < m_prop.colors.size(); ++i)
+ for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
{
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest