return m_position;
}
- virtual void setPosition(v3f position)
+ v3s16 getLightPosition() const
+ {
+ return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+ }
+
+ v3f getEyePosition()
+ {
+ // This is at the height of the eyes of the current figure
+ // return m_position + v3f(0, BS+BS/2, 0);
+ // This is more like in minecraft
+ return m_position + v3f(0,BS+(5*BS)/8,0);
+ }
+
+ virtual void setPosition(const v3f &position)
{
m_position = position;
}
snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
}
+ virtual void wieldItem(u16 item);
+ virtual const InventoryItem *getWieldItem() const
+ {
+ const InventoryList *list = inventory.getList("main");
+ if (list)
+ return list->getItem(m_selected_item);
+ return NULL;
+ }
+
const char * getName()
{
return m_name;
bool in_water;
// This is more stable and defines the maximum speed of the player
bool in_water_stable;
+ bool is_climbing;
bool swimming_up;
Inventory inventory;
+ // Actual inventory is backed up here when creative mode is used
+ Inventory *inventory_backup;
bool craftresult_is_preview;
protected:
char m_name[PLAYERNAME_SIZE];
+ u16 m_selected_item;
f32 m_pitch;
f32 m_yaw;
v3f m_speed;
return m_box;
}
- void setPosition(v3f position)
+ void setPosition(const v3f &position)
{
m_oldpos = m_showpos;