mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-07 09:55:09 -05:00
418 lines
8.8 KiB
C++
418 lines
8.8 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef CONTENT_CAO_HEADER
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#define CONTENT_CAO_HEADER
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#include "clientobject.h"
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#include "content_object.h"
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#include "utility.h" // For IntervalLimiter
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class Settings;
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#include "MyBillboardSceneNode.h"
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/*
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SmoothTranslator
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*/
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struct SmoothTranslator
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{
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v3f vect_old;
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v3f vect_show;
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v3f vect_aim;
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f32 anim_counter;
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f32 anim_time;
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f32 anim_time_counter;
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bool aim_is_end;
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SmoothTranslator():
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vect_old(0,0,0),
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vect_show(0,0,0),
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vect_aim(0,0,0),
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anim_counter(0),
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anim_time(0),
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anim_time_counter(0),
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aim_is_end(true)
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{}
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void init(v3f vect)
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{
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vect_old = vect;
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vect_show = vect;
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vect_aim = vect;
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anim_counter = 0;
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anim_time = 0;
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anim_time_counter = 0;
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aim_is_end = true;
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}
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void sharpen()
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{
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init(vect_show);
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}
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void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
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{
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aim_is_end = is_end_position;
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vect_old = vect_show;
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vect_aim = vect_new;
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if(update_interval > 0){
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anim_time = update_interval;
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} else {
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if(anim_time < 0.001 || anim_time > 1.0)
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anim_time = anim_time_counter;
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else
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anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
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}
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anim_time_counter = 0;
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anim_counter = 0;
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}
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void translate(f32 dtime)
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{
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anim_time_counter = anim_time_counter + dtime;
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anim_counter = anim_counter + dtime;
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v3f vect_move = vect_aim - vect_old;
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f32 moveratio = 1.0;
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if(anim_time > 0.001)
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moveratio = anim_time_counter / anim_time;
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// Move a bit less than should, to avoid oscillation
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moveratio = moveratio * 0.8;
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float move_end = 1.5;
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if(aim_is_end)
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move_end = 1.0;
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if(moveratio > move_end)
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moveratio = move_end;
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vect_show = vect_old + vect_move * moveratio;
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}
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bool is_moving()
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{
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return ((anim_time_counter / anim_time) < 1.4);
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}
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};
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/*
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TestCAO
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*/
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class TestCAO : public ClientActiveObject
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{
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public:
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TestCAO(IGameDef *gamedef);
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virtual ~TestCAO();
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_TEST;
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}
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static ClientActiveObject* create(IGameDef *gamedef);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
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void removeFromScene();
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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private:
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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};
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/*
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ItemCAO
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*/
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class ItemCAO : public ClientActiveObject
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{
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public:
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ItemCAO(IGameDef *gamedef);
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virtual ~ItemCAO();
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_ITEM;
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}
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static ClientActiveObject* create(IGameDef *gamedef);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
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void removeFromScene();
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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void initialize(const std::string &data);
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core::aabbox3d<f32>* getSelectionBox()
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{return &m_selection_box;}
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v3f getPosition()
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{return m_position;}
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private:
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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std::string m_inventorystring;
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};
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/*
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RatCAO
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*/
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class RatCAO : public ClientActiveObject
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{
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public:
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RatCAO(IGameDef *gamedef);
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virtual ~RatCAO();
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_RAT;
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}
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static ClientActiveObject* create(IGameDef *gamedef);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
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void removeFromScene();
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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void initialize(const std::string &data);
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core::aabbox3d<f32>* getSelectionBox()
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{return &m_selection_box;}
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v3f getPosition()
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{return pos_translator.vect_show;}
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//{return m_position;}
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private:
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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float m_yaw;
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SmoothTranslator pos_translator;
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};
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/*
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Oerkki1CAO
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*/
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class Oerkki1CAO : public ClientActiveObject
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{
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public:
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Oerkki1CAO(IGameDef *gamedef);
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virtual ~Oerkki1CAO();
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_OERKKI1;
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}
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static ClientActiveObject* create(IGameDef *gamedef);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
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void removeFromScene();
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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void initialize(const std::string &data);
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core::aabbox3d<f32>* getSelectionBox()
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{return &m_selection_box;}
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v3f getPosition()
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{return pos_translator.vect_show;}
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//{return m_position;}
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// If returns true, punch will not be sent to the server
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bool directReportPunch(const std::string &toolname, v3f dir);
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private:
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IntervalLimiter m_attack_interval;
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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float m_yaw;
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SmoothTranslator pos_translator;
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float m_damage_visual_timer;
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bool m_damage_texture_enabled;
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};
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/*
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FireflyCAO
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*/
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class FireflyCAO : public ClientActiveObject
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{
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public:
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FireflyCAO(IGameDef *gamedef);
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virtual ~FireflyCAO();
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_FIREFLY;
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}
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static ClientActiveObject* create(IGameDef *gamedef);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
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void removeFromScene();
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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void initialize(const std::string &data);
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core::aabbox3d<f32>* getSelectionBox()
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{return &m_selection_box;}
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v3f getPosition()
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{return m_position;}
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private:
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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float m_yaw;
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SmoothTranslator pos_translator;
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};
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/*
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MobV2CAO
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*/
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class MobV2CAO : public ClientActiveObject
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{
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public:
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MobV2CAO(IGameDef *gamedef);
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virtual ~MobV2CAO();
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_MOBV2;
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}
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static ClientActiveObject* create(IGameDef *gamedef);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
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void removeFromScene();
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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void initialize(const std::string &data);
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core::aabbox3d<f32>* getSelectionBox()
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{return &m_selection_box;}
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v3f getPosition()
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{return pos_translator.vect_show;}
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//{return m_position;}
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bool doShowSelectionBox(){return false;}
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// If returns true, punch will not be sent to the server
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bool directReportPunch(const std::string &toolname, v3f dir);
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private:
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void setLooks(const std::string &looks);
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IntervalLimiter m_attack_interval;
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core::aabbox3d<f32> m_selection_box;
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scene::MyBillboardSceneNode *m_node;
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v3f m_position;
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std::string m_texture_name;
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float m_yaw;
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SmoothTranslator pos_translator;
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bool m_walking;
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float m_walking_unset_timer;
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float m_walk_timer;
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int m_walk_frame;
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float m_damage_visual_timer;
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u8 m_last_light;
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bool m_shooting;
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float m_shooting_unset_timer;
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v2f m_sprite_size;
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float m_sprite_y;
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bool m_bright_shooting;
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std::string m_sprite_type;
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int m_simple_anim_frames;
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float m_simple_anim_frametime;
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bool m_lock_full_brightness;
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int m_player_hit_damage;
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float m_player_hit_distance;
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float m_player_hit_interval;
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float m_player_hit_timer;
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Settings *m_properties;
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};
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/*
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LuaEntityCAO
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*/
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class LuaEntityCAO : public ClientActiveObject
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{
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public:
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LuaEntityCAO(IGameDef *gamedef):
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ClientActiveObject(0, gamedef)
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{}
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virtual ~LuaEntityCAO(){}
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virtual u8 getType() const=0;
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virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)=0;
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virtual void removeFromScene()=0;
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virtual void updateLight(u8 light_at_pos)=0;
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virtual v3s16 getLightPosition()=0;
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virtual void updateNodePos()=0;
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virtual void step(float dtime, ClientEnvironment *env)=0;
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virtual void processMessage(const std::string &data)=0;
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virtual void initialize(const std::string &data)=0;
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virtual core::aabbox3d<f32>* getSelectionBox()=0;
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virtual v3f getPosition()=0;
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private:
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};
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#endif
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