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Use pause_fps_max also on multiplayer
[oweals/minetest.git]
/
src
/
content_sao.h
diff --git
a/src/content_sao.h
b/src/content_sao.h
index de4ac2d39475d365bbd6f6e3ec34011c9df1ecb2..63e8ef4601f3234a3c0170d67acac704dfa74337 100644
(file)
--- a/
src/content_sao.h
+++ b/
src/content_sao.h
@@
-27,7
+27,7
@@
with this program; if not, write to the Free Software Foundation, Inc.,
#include "object_properties.h"
ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
#include "object_properties.h"
ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
-
const std::string
itemstring);
+
const std::string &
itemstring);
/*
LuaEntitySAO needs some internals exposed.
/*
LuaEntitySAO needs some internals exposed.
@@
-37,7
+37,7
@@
class LuaEntitySAO : public ServerActiveObject
{
public:
LuaEntitySAO(ServerEnvironment *env, v3f pos,
{
public:
LuaEntitySAO(ServerEnvironment *env, v3f pos,
-
const std::string &name, const std::string &state);
+ const std::string &name, const std::string &state);
~LuaEntitySAO();
u8 getType() const
{ return ACTIVEOBJECT_TYPE_LUAENTITY; }
~LuaEntitySAO();
u8 getType() const
{ return ACTIVEOBJECT_TYPE_LUAENTITY; }
@@
-193,6
+193,7
@@
public:
void rightClick(ServerActiveObject *clicker);
s16 getHP() const;
void setHP(s16 hp);
void rightClick(ServerActiveObject *clicker);
s16 getHP() const;
void setHP(s16 hp);
+ s16 readDamage();
u16 getBreath() const;
void setBreath(u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups);
u16 getBreath() const;
void setBreath(u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups);
@@
-283,6
+284,7
@@
private:
Player *m_player;
u16 m_peer_id;
Inventory *m_inventory;
Player *m_player;
u16 m_peer_id;
Inventory *m_inventory;
+ s16 m_damage;
// Cheat prevention
LagPool m_dig_pool;
// Cheat prevention
LagPool m_dig_pool;
@@
-328,6
+330,8
@@
public:
float m_physics_override_speed;
float m_physics_override_jump;
float m_physics_override_gravity;
float m_physics_override_speed;
float m_physics_override_jump;
float m_physics_override_gravity;
+ bool m_physics_override_sneak;
+ bool m_physics_override_sneak_glitch;
bool m_physics_override_sent;
};
bool m_physics_override_sent;
};