return false;
}
+ bool collideWithObjects() {
+ return m_prop.collideWithObjects;
+ }
+
void initialize(const std::string &data)
{
infostream<<"GenericCAO: Got init data"<<std::endl;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.125; // Distance per iteration
- f32 stepheight = 0;
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
moveresult = collisionMoveSimple(env,env->getGameDef(),
- pos_max_d, box, stepheight, dtime,
- p_pos, p_velocity, p_acceleration,this);
+ pos_max_d, box, m_prop.stepheight, dtime,
+ p_pos, p_velocity, p_acceleration,
+ this, m_prop.collideWithObjects);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
updateNodePos();
}
+
+ 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();
+ }
}
void updateTexturePos()
{
/*s16 damage =*/ readS16(is);
s16 result_hp = readS16(is);
-
+
+ // Use this instead of the send damage to not interfere with prediction
+ s16 damage = m_hp - result_hp;
+
m_hp = result_hp;
+
+ if (damage > 0) {
+ if (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);
+ } else {
+ // TODO: Execute defined fast response
+ // Flashing shall suffice as there is no definition
+ m_reset_textures_timer = 0.05;
+ if(damage >= 2)
+ m_reset_textures_timer += 0.05 * damage;
+ updateTextures("^[brighten");
+ }
+ }
}
else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
{