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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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@ -1013,11 +1013,11 @@ int ObjectRef::l_get_look_dir(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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RemotePlayer *player = getplayer(ref);
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if (player == NULL) return 0;
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PlayerSAO* co = getplayersao(ref);
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if (co == NULL) return 0;
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// Do it
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float pitch = player->getRadPitchDep();
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float yaw = player->getRadYawDep();
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float pitch = co->getRadPitchDep();
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float yaw = co->getRadYawDep();
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v3f v(cos(pitch)*cos(yaw), sin(pitch), cos(pitch)*sin(yaw));
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push_v3f(L, v);
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return 1;
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@ -1033,10 +1033,10 @@ int ObjectRef::l_get_look_pitch(lua_State *L)
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"Deprecated call to get_look_pitch, use get_look_vertical instead");
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ObjectRef *ref = checkobject(L, 1);
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RemotePlayer *player = getplayer(ref);
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if (player == NULL) return 0;
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PlayerSAO* co = getplayersao(ref);
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if (co == NULL) return 0;
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// Do it
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lua_pushnumber(L, player->getRadPitchDep());
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lua_pushnumber(L, co->getRadPitchDep());
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return 1;
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}
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@ -1050,10 +1050,10 @@ int ObjectRef::l_get_look_yaw(lua_State *L)
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"Deprecated call to get_look_yaw, use get_look_horizontal instead");
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ObjectRef *ref = checkobject(L, 1);
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RemotePlayer *player = getplayer(ref);
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if (player == NULL) return 0;
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PlayerSAO* co = getplayersao(ref);
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if (co == NULL) return 0;
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// Do it
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lua_pushnumber(L, player->getRadYawDep());
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lua_pushnumber(L, co->getRadYawDep());
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return 1;
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}
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@ -1062,10 +1062,10 @@ int ObjectRef::l_get_look_vertical(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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RemotePlayer *player = getplayer(ref);
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if (player == NULL) return 0;
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PlayerSAO* co = getplayersao(ref);
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if (co == NULL) return 0;
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// Do it
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lua_pushnumber(L, player->getRadPitch());
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lua_pushnumber(L, co->getRadPitch());
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return 1;
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}
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@ -1074,10 +1074,10 @@ int ObjectRef::l_get_look_horizontal(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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RemotePlayer *player = getplayer(ref);
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if (player == NULL) return 0;
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PlayerSAO* co = getplayersao(ref);
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if (co == NULL) return 0;
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// Do it
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lua_pushnumber(L, player->getRadYaw());
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lua_pushnumber(L, co->getRadYaw());
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return 1;
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}
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