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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
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4d656963e4
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2 changed files with 63 additions and 20 deletions
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@ -579,10 +579,8 @@ std::string LuaEntitySAO::getClientInitializationData()
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os<<serializeLongString(getPropertyPacket()); // message 1
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os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
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os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3
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if(m_animation_bone.size()){
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for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
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os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
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}
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for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
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os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
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}
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os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
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@ -673,6 +671,9 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
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{
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if(!m_registered)
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return;
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// It's best that attachments cannot be clicked
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if(isAttached())
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return;
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lua_State *L = m_env->getLua();
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scriptapi_luaentity_rightclick(L, m_id, clicker);
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}
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@ -976,10 +977,8 @@ std::string PlayerSAO::getClientInitializationData()
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os<<serializeLongString(getPropertyPacket()); // message 1
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os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
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os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3
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if(m_animation_bone.size()){
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for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
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os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
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}
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for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
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os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
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}
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os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
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