#include <list>
class Environment;
-
+class GenericCAO;
class ClientActiveObject;
enum LocalPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // no local animation, walking, digging, both
class LocalPlayer : public Player
{
public:
- LocalPlayer(IGameDef *gamedef);
+ LocalPlayer(IGameDef *gamedef, const char *name);
virtual ~LocalPlayer();
bool isLocal() const
{
return true;
}
-
+
ClientActiveObject *parent;
bool isAttached;
unsigned int last_keyPressed;
float camera_impact;
- int camera_mode;
v3f eye_offset_first;
v3f eye_offset_third;
std::string hotbar_image;
std::string hotbar_selected_image;
+ video::SColor light_color;
+
+ GenericCAO* getCAO() const {
+ return m_cao;
+ }
+
+ void setCAO(GenericCAO* toset) {
+ assert( m_cao == NULL );
+ m_cao = toset;
+ }
+
private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;
// Whether recalculation of the sneak node is needed
bool m_need_to_get_new_sneak_node;
bool m_can_jump;
+
+ GenericCAO* m_cao;
};
#endif