float m_last_sent_position_timer;
float m_last_sent_move_precision;
bool m_armor_groups_sent;
-
+
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
ItemGroupList m_armor_groups;
bool m_armor_groups_sent;
-
-
bool m_properties_sent;
struct ObjectProperties m_prop;
// Cached privileges for enforcement
bool m_inventory_not_sent;
bool m_hp_not_sent;
bool m_wielded_item_not_sent;
+
+ float m_physics_override_speed;
+ float m_physics_override_jump;
+ float m_physics_override_gravity;
+ bool m_physics_override_sent;
};
#endif