std::string m_name;
bool m_is_player;
bool m_is_local_player;
- int m_id;
// Property-ish things
ObjectProperties m_prop;
//
scene::IAnimatedMeshSceneNode *m_animated_meshnode;
WieldMeshSceneNode *m_wield_meshnode;
scene::IBillboardSceneNode *m_spritenode;
- video::SColor m_nametag_color;
scene::ITextSceneNode* m_textnode;
v3f m_position;
v3f m_velocity;
v2s32 m_animation_range;
int m_animation_speed;
int m_animation_blend;
+ bool m_animation_loop;
std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
std::string m_attachment_bone;
v3f m_attachment_position;
void updateLight(u8 light_at_pos);
+ void updateLightNoCheck(u8 light_at_pos);
+
v3s16 getLightPosition();
void updateNodePos();
float time_from_last_punch=1000000);
std::string debugInfoText();
+
+ std::string infoText()
+ {
+ return m_prop.infotext;
+ }
};