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Allow Vanessa's texture filtering / mipmap patch to work on models, as well as all other node types

Initialize m_bone_posrot too

Update pos_translator for attached players, which should fix a bug noticed with carts where a detached player would travel from the detachment spot to where it was detached

Don't make attachments possible to right-click either

Properly apply object and text visibility for local attachments, and fix them showing when they shouldn't
This commit is contained in:
MirceaKitsune 2012-11-09 21:51:45 +02:00 committed by Perttu Ahola
parent 4d656963e4
commit fa67b46c04
2 changed files with 63 additions and 20 deletions

View file

@ -579,10 +579,8 @@ std::string LuaEntitySAO::getClientInitializationData()
os<<serializeLongString(getPropertyPacket()); // message 1
os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3
if(m_animation_bone.size()){
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
}
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
}
os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
@ -673,6 +671,9 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
{
if(!m_registered)
return;
// It's best that attachments cannot be clicked
if(isAttached())
return;
lua_State *L = m_env->getLua();
scriptapi_luaentity_rightclick(L, m_id, clicker);
}
@ -976,10 +977,8 @@ std::string PlayerSAO::getClientInitializationData()
os<<serializeLongString(getPropertyPacket()); // message 1
os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3
if(m_animation_bone.size()){
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
}
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
}
os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4