v3f p_acceleration = m_acceleration;
moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
pos_max_d, box, stepheight, dtime,
- p_pos, p_velocity, p_acceleration);
+ p_pos, p_velocity, p_acceleration,this);
// Apply results
m_base_position = p_pos;
m_velocity = p_velocity;
m_moved(false),
m_inventory_not_sent(false),
m_hp_not_sent(false),
- m_wielded_item_not_sent(false)
+ m_wielded_item_not_sent(false),
+ m_physics_override_speed(1),
+ m_physics_override_jump(1),
+ m_physics_override_gravity(1),
+ m_physics_override_sent(false)
{
assert(m_player);
assert(m_peer_id != 0);
writeF1000(os, m_player->getYaw());
writeS16(os, getHP());
- writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
+ writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
os<<serializeLongString(getPropertyPacket()); // message 1
os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
}
os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+ os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity)); // 5
}
else
{
m_messages_out.push_back(aom);
}
+ if(m_physics_override_sent == false){
+ m_physics_override_sent = true;
+ std::string str = gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+
if(m_animation_sent == false){
m_animation_sent = true;
std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
}
bool PlayerSAO::getCollisionBox(aabb3f *toset) {
- //player collision handling is already done clientside no need to do it twice
- return false;
+ //update collision box
+ *toset = m_player->getCollisionbox();
+
+ toset->MinEdge += m_base_position;
+ toset->MaxEdge += m_base_position;
+
+ return true;
}