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PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
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18 changed files with 353 additions and 335 deletions
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@ -54,6 +54,7 @@ class ClientMap;
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class GameScripting;
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class Player;
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class RemotePlayer;
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class PlayerSAO;
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class Environment
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{
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@ -315,7 +316,7 @@ public:
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// Save players
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void saveLoadedPlayers();
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void savePlayer(RemotePlayer *player);
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RemotePlayer *loadPlayer(const std::string &playername);
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RemotePlayer *loadPlayer(const std::string &playername, PlayerSAO *sao);
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void addPlayer(RemotePlayer *player);
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void removePlayer(RemotePlayer *player);
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@ -362,7 +363,7 @@ public:
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Find out what new objects have been added to
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inside a radius around a position
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*/
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void getAddedActiveObjects(RemotePlayer *player, s16 radius,
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void getAddedActiveObjects(PlayerSAO *playersao, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::queue<u16> &added_objects);
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@ -371,7 +372,7 @@ public:
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Find out what new objects have been removed from
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inside a radius around a position
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*/
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void getRemovedActiveObjects(RemotePlayer *player, s16 radius,
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void getRemovedActiveObjects(PlayerSAO *playersao, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::queue<u16> &removed_objects);
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