ServerActiveObject *puncher,
float time_from_last_punch)
{
- // Directly delete item in creative mode
- if(g_settings->getBool("creative_mode") == true)
- {
- m_removed = true;
- return 0;
- }
-
// Take item into inventory
ItemStack item = createItemStack();
Inventory *inv = puncher->getInventory();
}
}
-void LuaEntitySAO::addedToEnvironment()
+void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
{
- ServerActiveObject::addedToEnvironment();
+ ServerActiveObject::addedToEnvironment(dtime_s);
// Create entity from name
lua_State *L = m_env->getLua();
// Initialize HP from properties
m_hp = m_prop.hp_max;
// Activate entity, supplying serialized state
- scriptapi_luaentity_activate(L, m_id, m_init_state.c_str());
+ scriptapi_luaentity_activate(L, m_id, m_init_state.c_str(), dtime_s);
}
}
m_last_good_position(0,0,0),
m_last_good_position_age(0),
m_time_from_last_punch(0),
+ m_nocheat_dig_pos(32767, 32767, 32767),
+ m_nocheat_dig_time(0),
m_wield_index(0),
m_position_not_sent(false),
m_armor_groups_sent(false),
}
// Called after id has been set and has been inserted in environment
-void PlayerSAO::addedToEnvironment()
+void PlayerSAO::addedToEnvironment(u32 dtime_s)
{
- ServerActiveObject::addedToEnvironment();
+ ServerActiveObject::addedToEnvironment(dtime_s);
ServerActiveObject::setBasePosition(m_player->getPosition());
m_player->setPlayerSAO(this);
m_player->peer_id = m_peer_id;
}
m_time_from_last_punch += dtime;
+ m_nocheat_dig_time += dtime;
- if(m_is_singleplayer)
+ if(m_is_singleplayer || g_settings->getBool("disable_anticheat"))
{
m_last_good_position = m_player->getPosition();
m_last_good_position_age = 0;
NOTE: Actually the server should handle player physics like the
client does and compare player's position to what is calculated
on our side. This is required when eg. players fly due to an
- explosion.
+ explosion. Altough a node-based alternative might be possible
+ too, and much more lightweight.
*/
float player_max_speed = 0;
}
}
-void PlayerSAO::createCreativeInventory()
-{
- if(m_inventory != &m_player->inventory)
- delete m_inventory;
-
- m_inventory = new Inventory(m_player->inventory);
- m_inventory->clearContents();
- scriptapi_get_creative_inventory(m_env->getLua(), this);
-}
-
std::string PlayerSAO::getPropertyPacket()
{
m_prop.is_visible = (getHP() != 0);