void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
std::string getName();
+ bool getCollisionBox(aabb3f *toset);
private:
std::string getPropertyPacket();
void sendPosition(bool do_interpolate, bool is_movement_end);
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;
void setBasePosition(const v3f &position);
void setPos(v3f pos);
void moveTo(v3f pos, bool continuous);
+ void setYaw(float);
+ void setPitch(float);
/*
Interaction interface
m_is_singleplayer = is_singleplayer;
}
+ bool getCollisionBox(aabb3f *toset);
+
private:
std::string getPropertyPacket();
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