mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-23 16:08:51 -05:00
Display which tool the player is holding
And some simple animation when trying to dig...
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parent
5c1074aa7d
commit
f31b0a3361
@ -2008,6 +2008,14 @@ v3f Client::getPlayerPosition(v3f *eye_position)
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return player->getPosition();
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}
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void Client::setPlayerWield(scene::ISceneNode *wield)
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{
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//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
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LocalPlayer *player = m_env.getLocalPlayer();
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assert(player != NULL);
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player->wield = wield;
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}
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void Client::setPlayerControl(PlayerControl &control)
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{
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//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
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@ -210,6 +210,7 @@ public:
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// eye position in *eye_position
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v3f getPlayerPosition(v3f *eye_position=NULL);
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void setPlayerWield(scene::ISceneNode *wield);
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void setPlayerControl(PlayerControl &control);
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void selectPlayerItem(u16 item);
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60
src/game.cpp
60
src/game.cpp
@ -956,7 +956,10 @@ void the_game(
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v3f(BS*100, BS*2, BS*100), // Look from
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v3f(BS*100+1, BS*2, BS*100), // Look to
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-1 // Camera ID
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);
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);
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// Do this so children rotate accordingly (tool)
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camera->bindTargetAndRotation(true);
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if(camera == NULL)
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{
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@ -972,6 +975,44 @@ void the_game(
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f32 camera_yaw = 0; // "right/left"
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f32 camera_pitch = 0; // "up/down"
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/*
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Tool
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*/
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v3f tool_wield_position(0.6, -0.6, 1.0);
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v3f tool_wield_rotation(-25, 180, -25);
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float tool_wield_animation = 0.0;
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scene::IMeshSceneNode *tool_wield;
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{
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scene::SMesh *mesh = new scene::SMesh();
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-0.5,0,0, 0,0,0, c, 0,1),
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video::S3DVertex(0.5,0,0, 0,0,0, c, 1,1),
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video::S3DVertex(0.5,0.5,0, 0,0,0, c, 1,0),
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video::S3DVertex(-0.5,0.5,0, 0,0,0, c, 0,0),
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};
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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// Set material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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tool_wield = smgr->addMeshSceneNode(mesh, camera);
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mesh->drop();
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}
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tool_wield->setVisible(false);
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tool_wield->setPosition(tool_wield_position);
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tool_wield->setRotation(tool_wield_rotation);
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client.setPlayerWield(tool_wield);
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/*
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Clouds
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*/
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@ -1920,6 +1961,7 @@ void the_game(
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}
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}
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if(input->getRightClicked())
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{
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std::cout<<DTIME<<"Ground right-clicked"<<std::endl;
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@ -1986,6 +2028,14 @@ void the_game(
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else{
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}
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if(input->getLeftState())
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// Tool animation loops 0.0 - 1.0
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tool_wield_animation = fmod(tool_wield_animation + dtime * 3.0, 1.0);
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else
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// Return tool to holding position if not digging
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tool_wield_animation /= 1.5;
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} // selected_object == NULL
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input->resetLeftClicked();
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@ -2103,6 +2153,14 @@ void the_game(
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);
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}
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/*
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Animate tool
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*/
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{
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tool_wield->setRotation(tool_wield_rotation - sin(tool_wield_animation * PI) * 40.0);
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tool_wield->setPosition(tool_wield_position - sin(tool_wield_animation * PI) / 3.0);
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}
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/*
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Update gui stuff (0ms)
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@ -53,6 +53,10 @@ public:
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// Shall make an exact clone of the item
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virtual InventoryItem* clone() = 0;
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#ifndef SERVER
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// Return the name of the image for this item
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virtual std::string getBasename() { return ""; }
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// Shall return an image of the item (or NULL)
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virtual video::ITexture * getImageRaw() { return NULL; }
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// Shall return an image to show in the GUI (or NULL)
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virtual video::ITexture * getImage() { return NULL; }
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#endif
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@ -353,40 +357,53 @@ public:
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return new ToolItem(m_toolname, m_wear);
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}
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#ifndef SERVER
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std::string getBasename() {
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if(m_toolname == "WPick")
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return "tool_woodpick.png";
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else if(m_toolname == "STPick")
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return "tool_stonepick.png";
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else if(m_toolname == "SteelPick")
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return "tool_steelpick.png";
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else if(m_toolname == "MesePick")
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return "tool_mesepick.png";
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else if(m_toolname == "WShovel")
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return "tool_woodshovel.png";
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else if(m_toolname == "STShovel")
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return "tool_stoneshovel.png";
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else if(m_toolname == "SteelShovel")
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return "tool_steelshovel.png";
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else if(m_toolname == "WAxe")
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return "tool_woodaxe.png";
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else if(m_toolname == "STAxe")
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return "tool_stoneaxe.png";
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else if(m_toolname == "SteelAxe")
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return "tool_steelaxe.png";
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else if(m_toolname == "WSword")
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return "tool_woodsword.png";
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else if(m_toolname == "STSword")
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return "tool_stonesword.png";
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else if(m_toolname == "SteelSword")
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return "tool_steelsword.png";
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else
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return "cloud.png";
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}
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video::ITexture * getImageRaw()
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{
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if(g_texturesource == NULL)
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return NULL;
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return g_texturesource->getTextureRaw(getBasename());
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}
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video::ITexture * getImage()
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{
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if(g_texturesource == NULL)
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return NULL;
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std::string basename;
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if(m_toolname == "WPick")
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basename = "tool_woodpick.png";
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else if(m_toolname == "STPick")
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basename = "tool_stonepick.png";
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else if(m_toolname == "SteelPick")
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basename = "tool_steelpick.png";
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else if(m_toolname == "MesePick")
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basename = "tool_mesepick.png";
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else if(m_toolname == "WShovel")
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basename = "tool_woodshovel.png";
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else if(m_toolname == "STShovel")
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basename = "tool_stoneshovel.png";
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else if(m_toolname == "SteelShovel")
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basename = "tool_steelshovel.png";
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else if(m_toolname == "WAxe")
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basename = "tool_woodaxe.png";
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else if(m_toolname == "STAxe")
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basename = "tool_stoneaxe.png";
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else if(m_toolname == "SteelAxe")
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basename = "tool_steelaxe.png";
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else if(m_toolname == "WSword")
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basename = "tool_woodsword.png";
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else if(m_toolname == "STSword")
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basename = "tool_stonesword.png";
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else if(m_toolname == "SteelSword")
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basename = "tool_steelsword.png";
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else
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basename = "cloud.png";
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std::string basename = getBasename();
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return g_texturesource->getTextureRaw(basename);
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/*
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Calculate a progress value with sane amount of
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@ -309,12 +309,31 @@ LocalPlayer::LocalPlayer():
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// Initialize hp to 0, so that no hearts will be shown if server
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// doesn't support health points
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hp = 0;
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// No tool wielded initially
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wield = NULL;
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}
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LocalPlayer::~LocalPlayer()
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{
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}
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void LocalPlayer::wieldItem(u16 item)
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{
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m_selected_item = item;
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if(wield) {
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InventoryItem* i = inventory.getList("main")->getItem(m_selected_item);
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if(i && strcmp(i->getName(), "ToolItem") == 0) {
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wield->getMaterial(0).setTexture(0, i->getImageRaw());
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wield->setVisible(true);
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}
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else
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wield->setVisible(false);
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}
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}
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void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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core::list<CollisionInfo> *collision_info)
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{
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@ -356,6 +356,8 @@ public:
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{
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return true;
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}
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void wieldItem(u16 item);
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void move(f32 dtime, Map &map, f32 pos_max_d,
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core::list<CollisionInfo> *collision_info);
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@ -365,6 +367,8 @@ public:
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PlayerControl control;
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scene::ISceneNode *wield;
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private:
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// This is used for determining the sneaking range
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v3s16 m_sneak_node;
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