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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
This commit is contained in:
Ner'zhul 2016-10-30 14:53:26 +01:00 committed by GitHub
parent d43326021a
commit 9d25242c5c
18 changed files with 353 additions and 335 deletions

View file

@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
LocalPlayer::LocalPlayer(Client *gamedef, const char *name):
Player(name, gamedef->idef()),
parent(0),
hp(PLAYER_MAX_HP),
got_teleported(false),
isAttached(false),
touching_ground(false),
@ -62,6 +63,7 @@ LocalPlayer::LocalPlayer(Client *gamedef, const char *name):
light_color(255,255,255,255),
hurt_tilt_timer(0.0f),
hurt_tilt_strength(0.0f),
m_position(0,0,0),
m_sneak_node(32767,32767,32767),
m_sneak_node_exists(false),
m_need_to_get_new_sneak_node(true),
@ -69,6 +71,11 @@ LocalPlayer::LocalPlayer(Client *gamedef, const char *name):
m_old_node_below(32767,32767,32767),
m_old_node_below_type("air"),
m_can_jump(false),
m_breath(PLAYER_MAX_BREATH),
m_yaw(0),
m_pitch(0),
camera_barely_in_ceiling(false),
m_collisionbox(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30),
m_cao(NULL),
m_gamedef(gamedef)
{