m_speed = speed;
}
- void accelerateHorizontal(v3f target_speed, f32 max_increase);
- void accelerateVertical(v3f target_speed, f32 max_increase);
-
v3f getPosition()
{
return m_position;
return m_name;
}
- core::aabbox3d<f32> getCollisionbox()
+ aabb3f getCollisionbox()
{
return m_collisionbox;
}
// Use a function, if isDead can be defined by other conditions
bool isDead() { return hp == 0; }
+ bool got_teleported;
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
bool in_liquid;
f32 m_yaw;
v3f m_speed;
v3f m_position;
- core::aabbox3d<f32> m_collisionbox;
+ aabb3f m_collisionbox;
bool m_dirty;
class RemotePlayer : public Player
{
public:
- RemotePlayer(IGameDef *gamedef, const char *name):
- Player(gamedef, name),
- m_sao(NULL)
- {}
+ RemotePlayer(IGameDef *gamedef, const char *name);
virtual ~RemotePlayer() {}
void save(std::string savedir);