#include "connection.h"
#include "constants.h"
#include "utility.h"
-
+#ifndef SERVER
+#include <ITextSceneNode.h>
+#endif
+#include "settings.h"
Player::Player():
touching_ground(false),
in_water(false),
in_water_stable(false),
+ is_climbing(false),
swimming_up(false),
+ is_frozen(false),
inventory_backup(NULL),
craftresult_is_preview(true),
hp(20),
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
hp = 0;
-
- // No tool wielded initially
- wield = NULL;
}
LocalPlayer::~LocalPlayer()
{
}
-void LocalPlayer::wieldItem(u16 item)
-{
- m_selected_item = item;
-
- if(wield) {
- InventoryItem* i = inventory.getList("main")->getItem(m_selected_item);
-
- if(i && strcmp(i->getName(), "ToolItem") == 0) {
- wield->getMaterial(0).setTexture(0, i->getImageRaw());
- wield->setVisible(true);
- }
- else
- wield->setVisible(false);
- }
-}
-
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info)
{
is_frozen = false;
// Skip collision detection if a special movement mode is used
- bool free_move = g_settings.getBool("free_move");
+ bool free_move = g_settings->getBool("free_move");
if(free_move)
{
setPosition(position);
v3f speed = v3f(0,0,0);
- bool free_move = g_settings.getBool("free_move");
- bool fast_move = g_settings.getBool("fast_move");
- bool continuous_forward = g_settings.getBool("continuous_forward");
+ bool free_move = g_settings->getBool("free_move");
+ bool fast_move = g_settings->getBool("fast_move");
+ bool continuous_forward = g_settings->getBool("continuous_forward");
if(free_move || is_climbing)
{