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RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) (patch 3 of X)
* remove IGameDef from Player class, only LocalPlayer has it now * move many attributes/functions only used by LocalPlayer from Player to LocalPlayer * move many attributes/functions only used by RemotePlayer from Player to RemotePlayer * make some functions const * hudGetHotbarSelectedImage now returns const ref * RemotePlayer getHotbarSelectedImage now returns const ref * various code style fixes
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9 changed files with 255 additions and 292 deletions
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@ -26,16 +26,29 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "environment.h"
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#include "map.h"
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#include "util/numeric.h"
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#include "client.h"
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/*
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LocalPlayer
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*/
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LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
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Player(gamedef, name),
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LocalPlayer::LocalPlayer(Client *gamedef, const char *name):
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Player(name, gamedef->idef()),
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parent(0),
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got_teleported(false),
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isAttached(false),
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touching_ground(false),
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in_liquid(false),
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in_liquid_stable(false),
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liquid_viscosity(0),
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is_climbing(false),
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swimming_vertical(false),
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// Movement overrides are multipliers and must be 1 by default
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physics_override_speed(1.0f),
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physics_override_jump(1.0f),
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physics_override_gravity(1.0f),
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physics_override_sneak(true),
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physics_override_sneak_glitch(true),
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overridePosition(v3f(0,0,0)),
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last_position(v3f(0,0,0)),
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last_speed(v3f(0,0,0)),
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@ -47,6 +60,8 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
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hotbar_image(""),
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hotbar_selected_image(""),
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light_color(255,255,255,255),
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hurt_tilt_timer(0.0f),
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hurt_tilt_strength(0.0f),
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m_sneak_node(32767,32767,32767),
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m_sneak_node_exists(false),
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m_need_to_get_new_sneak_node(true),
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@ -54,7 +69,8 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
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m_old_node_below(32767,32767,32767),
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m_old_node_below_type("air"),
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m_can_jump(false),
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m_cao(NULL)
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m_cao(NULL),
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m_gamedef(gamedef)
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{
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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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