+ m_properties_sent = false;
+}
+
+u16 PlayerSAO::getBreath() const
+{
+ return m_player->getBreath();
+}
+
+void PlayerSAO::setBreath(u16 breath)
+{
+ m_player->setBreath(breath);
+}
+
+void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
+{
+ m_armor_groups = armor_groups;
+ m_armor_groups_sent = false;
+}
+
+void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
+{
+ // store these so they can be updated to clients
+ m_animation_range = frame_range;
+ m_animation_speed = frame_speed;
+ m_animation_blend = frame_blend;
+ m_animation_sent = false;
+}
+
+void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
+{
+ // store these so they can be updated to clients
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+ m_bone_position_sent = false;
+}
+
+void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
+{
+ // Attachments need to be handled on both the server and client.
+ // If we just attach on the server, we can only copy the position of the parent. Attachments
+ // are still sent to clients at an interval so players might see them lagging, plus we can't
+ // read and attach to skeletal bones.
+ // If we just attach on the client, the server still sees the child at its original location.
+ // This breaks some things so we also give the server the most accurate representation
+ // even if players only see the client changes.
+
+ m_attachment_parent_id = parent_id;
+ m_attachment_bone = bone;
+ m_attachment_position = position;
+ m_attachment_rotation = rotation;
+ m_attachment_sent = false;
+}
+
+ObjectProperties* PlayerSAO::accessObjectProperties()
+{
+ return &m_prop;
+}
+
+void PlayerSAO::notifyObjectPropertiesModified()
+{
+ m_properties_sent = false;