return false;
}
+ bool collideWithObjects() {
+ return false;
+ }
+
private:
};
return false;
}
+ bool collideWithObjects() {
+ return false;
+ }
+
private:
float m_timer1;
float m_age;
return false;
}
+ bool collideWithObjects() {
+ return false;
+ }
private:
std::string m_itemstring;
v3f p_acceleration = m_acceleration;
moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
pos_max_d, box, stepheight, dtime,
- p_pos, p_velocity, p_acceleration,this);
+ p_pos, p_velocity, p_acceleration,
+ this, m_prop.collideWithObjects);
// Apply results
m_base_position = p_pos;
m_velocity = p_velocity;
return false;
}
+bool LuaEntitySAO::collideWithObjects(){
+ return m_prop.collideWithObjects;
+}
+
/*
PlayerSAO
*/
m_moved(false),
m_inventory_not_sent(false),
m_hp_not_sent(false),
+ m_breath_not_sent(false),
m_wielded_item_not_sent(false),
m_physics_override_speed(1),
m_physics_override_jump(1),
}
}
+u16 PlayerSAO::getBreath() const
+{
+ return m_player->getBreath();
+}
+
+void PlayerSAO::setBreath(u16 breath)
+{
+ m_player->setBreath(breath);
+}
+
void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
return true;
}
+
+bool PlayerSAO::collideWithObjects(){
+ return true;
+}