std::string getClientInitializationData();
std::string getStaticData();
InventoryItem* createInventoryItem();
- InventoryItem* createPickedUpItem(){return createInventoryItem();}
- void rightClick(Player *player);
+ void punch(ServerActiveObject *puncher);
+ void rightClick(ServerActiveObject *clicker);
+ float getMinimumSavedMovement(){ return 0.1*BS; }
private:
std::string m_inventorystring;
v3f m_speed_f;
void step(float dtime, bool send_recommended);
std::string getClientInitializationData();
std::string getStaticData();
- InventoryItem* createPickedUpItem();
+ void punch(ServerActiveObject *puncher);
private:
bool m_is_active;
IntervalLimiter m_inactive_interval;
std::string getClientInitializationData();
std::string getStaticData();
InventoryItem* createPickedUpItem(){return NULL;}
- u16 punch(const std::string &toolname, v3f dir,
- const std::string &playername);
+ void punch(ServerActiveObject *puncher);
bool isPeaceful(){return false;}
private:
void doDamage(u16 d);
std::string getClientInitializationData();
void step(float dtime, bool send_recommended);
InventoryItem* createPickedUpItem(){return NULL;}
- u16 punch(const std::string &toolname, v3f dir,
- const std::string &playername);
+ void punch(ServerActiveObject *puncher);
bool isPeaceful();
private:
void sendPosition();
Settings *m_properties;
};
-struct LuaState;
+struct LuaEntityProperties;
class LuaEntitySAO : public ServerActiveObject
{
~LuaEntitySAO();
u8 getType() const
{return ACTIVEOBJECT_TYPE_LUAENTITY;}
- virtual void addedToEnvironment(u16 id);
+ virtual void addedToEnvironment();
static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
const std::string &data);
void step(float dtime, bool send_recommended);
std::string getClientInitializationData();
std::string getStaticData();
InventoryItem* createPickedUpItem();
+ void punch(ServerActiveObject *puncher);
+ void rightClick(ServerActiveObject *clicker);
+ void setPos(v3f pos);
+ void moveTo(v3f pos, bool continuous);
+ float getMinimumSavedMovement();
private:
+ void sendPosition(bool do_interpolate, bool is_movement_end);
+
std::string m_init_name;
std::string m_init_state;
bool m_registered;
+ struct LuaEntityProperties *m_prop;
+
+ float m_yaw;
+ float m_last_sent_yaw;
+ v3f m_last_sent_position;
+ float m_last_sent_position_timer;
+ float m_last_sent_move_precision;
};
#endif