#define LOCALPLAYER_HEADER
#include "player.h"
+#include "environment.h"
#include <list>
+class Client;
class Environment;
class GenericCAO;
class ClientActiveObject;
+class IGameDef;
enum LocalPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // no local animation, walking, digging, both
class LocalPlayer : public Player
{
public:
- LocalPlayer(IGameDef *gamedef, const char *name);
+ LocalPlayer(Client *gamedef, const char *name);
virtual ~LocalPlayer();
- bool isLocal() const
- {
- return true;
- }
-
ClientActiveObject *parent;
+ bool got_teleported;
bool isAttached;
+ bool touching_ground;
+ // This oscillates so that the player jumps a bit above the surface
+ bool in_liquid;
+ // This is more stable and defines the maximum speed of the player
+ bool in_liquid_stable;
+ // Gets the viscosity of water to calculate friction
+ u8 liquid_viscosity;
+ bool is_climbing;
+ bool swimming_vertical;
+
+ float physics_override_speed;
+ float physics_override_jump;
+ float physics_override_gravity;
+ bool physics_override_sneak;
+ bool physics_override_sneak_glitch;
v3f overridePosition;
video::SColor light_color;
+ float hurt_tilt_timer;
+ float hurt_tilt_strength;
+
GenericCAO* getCAO() const {
return m_cao;
}
m_cao = toset;
}
+ u32 maxHudId() const { return hud.size(); }
+
private:
void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
void accelerateVertical(const v3f &target_speed, const f32 max_increase);
bool m_can_jump;
GenericCAO* m_cao;
+ Client *m_gamedef;
};
#endif