ClientActiveObject *parent;
u16 hp;
- bool got_teleported;
bool isAttached;
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
float camera_impact;
+ bool makes_footstep_sound;
+
int last_animation;
float last_animation_speed;
f32 getPitch() const { return m_pitch; }
- void setPosition(const v3f &position) { m_position = position; }
+ inline void setPosition(const v3f &position)
+ {
+ m_position = position;
+ m_sneak_node_exists = false;
+ }
v3f getPosition() const { return m_position; }
v3f getEyePosition() const { return m_position + getEyeOffset(); }