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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

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