Fix damage flash when damage disabled
[oweals/minetest.git] / src / content_cao.cpp
index e177fa15cbe8fa71781cb6aa4669646e0ddc214d..a16bd4efa5fd55c69ccc762f49fcaf7f342f1362 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -17,18 +17,23 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
+#include <ICameraSceneNode.h>
+#include <ITextSceneNode.h>
+#include <IBillboardSceneNode.h>
+#include <IMeshManipulator.h>
+#include <IAnimatedMeshSceneNode.h>
+#include <IBoneSceneNode.h>
 #include "content_cao.h"
-#include "tile.h"
+#include "util/numeric.h" // For IntervalLimiter
+#include "util/serialize.h"
+#include "util/mathconstants.h"
+#include "client/tile.h"
 #include "environment.h"
 #include "collision.h"
 #include "settings.h"
-#include <ICameraSceneNode.h>
-#include <ITextSceneNode.h>
-#include <IBillboardSceneNode.h>
 #include "serialization.h" // For decompressZlib
 #include "gamedef.h"
 #include "clientobject.h"
-#include "content_object.h"
 #include "mesh.h"
 #include "itemdef.h"
 #include "tool.h"
@@ -36,100 +41,84 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "sound.h"
 #include "nodedef.h"
 #include "localplayer.h"
-#include "util/numeric.h" // For IntervalLimiter
-#include "util/serialize.h"
-#include "util/mathconstants.h"
 #include "map.h"
-#include <IMeshManipulator.h>
-#include <IAnimatedMeshSceneNode.h>
+#include "camera.h" // CameraModes
+#include "wieldmesh.h"
+#include "log.h"
 
 class Settings;
 struct ToolCapabilities;
 
 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
 
-core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
+std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
 
-/*
-       SmoothTranslator
-*/
+SmoothTranslator::SmoothTranslator():
+       vect_old(0,0,0),
+       vect_show(0,0,0),
+       vect_aim(0,0,0),
+       anim_counter(0),
+       anim_time(0),
+       anim_time_counter(0),
+       aim_is_end(true)
+{}
 
-struct SmoothTranslator
+void SmoothTranslator::init(v3f vect)
 {
-       v3f vect_old;
-       v3f vect_show;
-       v3f vect_aim;
-       f32 anim_counter;
-       f32 anim_time;
-       f32 anim_time_counter;
-       bool aim_is_end;
-
-       SmoothTranslator():
-               vect_old(0,0,0),
-               vect_show(0,0,0),
-               vect_aim(0,0,0),
-               anim_counter(0),
-               anim_time(0),
-               anim_time_counter(0),
-               aim_is_end(true)
-       {}
-
-       void init(v3f vect)
-       {
-               vect_old = vect;
-               vect_show = vect;
-               vect_aim = vect;
-               anim_counter = 0;
-               anim_time = 0;
-               anim_time_counter = 0;
-               aim_is_end = true;
-       }
+       vect_old = vect;
+       vect_show = vect;
+       vect_aim = vect;
+       anim_counter = 0;
+       anim_time = 0;
+       anim_time_counter = 0;
+       aim_is_end = true;
+}
 
-       void sharpen()
-       {
-               init(vect_show);
-       }
+void SmoothTranslator::sharpen()
+{
+       init(vect_show);
+}
 
-       void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
+void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
+{
+       aim_is_end = is_end_position;
+       vect_old = vect_show;
+       vect_aim = vect_new;
+       if(update_interval > 0)
        {
-               aim_is_end = is_end_position;
-               vect_old = vect_show;
-               vect_aim = vect_new;
-               if(update_interval > 0){
-                       anim_time = update_interval;
-               } else {
-                       if(anim_time < 0.001 || anim_time > 1.0)
-                               anim_time = anim_time_counter;
-                       else
-                               anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
-               }
-               anim_time_counter = 0;
-               anim_counter = 0;
+               anim_time = update_interval;
+       } else {
+               if(anim_time < 0.001 || anim_time > 1.0)
+                       anim_time = anim_time_counter;
+               else
+                       anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
        }
+       anim_time_counter = 0;
+       anim_counter = 0;
+}
 
-       void translate(f32 dtime)
-       {
-               anim_time_counter = anim_time_counter + dtime;
-               anim_counter = anim_counter + dtime;
-               v3f vect_move = vect_aim - vect_old;
-               f32 moveratio = 1.0;
-               if(anim_time > 0.001)
-                       moveratio = anim_time_counter / anim_time;
-               // Move a bit less than should, to avoid oscillation
-               moveratio = moveratio * 0.8;
-               float move_end = 1.5;
-               if(aim_is_end)
-                       move_end = 1.0;
-               if(moveratio > move_end)
-                       moveratio = move_end;
-               vect_show = vect_old + vect_move * moveratio;
-       }
+void SmoothTranslator::translate(f32 dtime)
+{
+       anim_time_counter = anim_time_counter + dtime;
+       anim_counter = anim_counter + dtime;
+       v3f vect_move = vect_aim - vect_old;
+       f32 moveratio = 1.0;
+       if(anim_time > 0.001)
+               moveratio = anim_time_counter / anim_time;
+       // Move a bit less than should, to avoid oscillation
+       moveratio = moveratio * 0.8;
+       float move_end = 1.5;
+       if(aim_is_end)
+               move_end = 1.0;
+       if(moveratio > move_end)
+               moveratio = move_end;
+       vect_show = vect_old + vect_move * moveratio;
+}
 
-       bool is_moving()
-       {
-               return ((anim_time_counter / anim_time) < 1.4);
-       }
-};
+bool SmoothTranslator::is_moving()
+{
+       return ((anim_time_counter / anim_time) < 1.4);
+}
 
 /*
        Other stuff
@@ -153,17 +142,17 @@ class TestCAO : public ClientActiveObject
 public:
        TestCAO(IGameDef *gamedef, ClientEnvironment *env);
        virtual ~TestCAO();
-       
-       u8 getType() const
+
+       ActiveObjectType getType() const
        {
                return ACTIVEOBJECT_TYPE_TEST;
        }
-       
+
        static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
 
        void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                        IrrlichtDevice *irr);
-       void removeFromScene();
+       void removeFromScene(bool permanent);
        void updateLight(u8 light_at_pos);
        v3s16 getLightPosition();
        void updateNodePos();
@@ -172,6 +161,7 @@ public:
 
        void processMessage(const std::string &data);
 
+       bool getCollisionBox(aabb3f *toset) { return false; }
 private:
        scene::IMeshSceneNode *m_node;
        v3f m_position;
@@ -202,9 +192,9 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 {
        if(m_node != NULL)
                return;
-       
+
        //video::IVideoDriver* driver = smgr->getVideoDriver();
-       
+
        scene::SMesh *mesh = new scene::SMesh();
        scene::IMeshBuffer *buf = new scene::SMeshBuffer();
        video::SColor c(255,255,255,255);
@@ -220,7 +210,7 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        // Set material
        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
        buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
+       buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
        buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
        buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
@@ -232,7 +222,7 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        updateNodePos();
 }
 
-void TestCAO::removeFromScene()
+void TestCAO::removeFromScene(bool permanent)
 {
        if(m_node == NULL)
                return;
@@ -296,17 +286,17 @@ class ItemCAO : public ClientActiveObject
 public:
        ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
        virtual ~ItemCAO();
-       
-       u8 getType() const
+
+       ActiveObjectType getType() const
        {
                return ACTIVEOBJECT_TYPE_ITEM;
        }
-       
+
        static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
 
        void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                        IrrlichtDevice *irr);
-       void removeFromScene();
+       void removeFromScene(bool permanent);
        void updateLight(u8 light_at_pos);
        v3s16 getLightPosition();
        void updateNodePos();
@@ -318,15 +308,16 @@ public:
        void processMessage(const std::string &data);
 
        void initialize(const std::string &data);
-       
+
        core::aabbox3d<f32>* getSelectionBox()
                {return &m_selection_box;}
        v3f getPosition()
                {return m_position;}
-       
+
        std::string infoText()
                {return m_infotext;}
 
+       bool getCollisionBox(aabb3f *toset) { return false; }
 private:
        core::aabbox3d<f32> m_selection_box;
        scene::IMeshSceneNode *m_node;
@@ -366,9 +357,9 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 {
        if(m_node != NULL)
                return;
-       
+
        //video::IVideoDriver* driver = smgr->getVideoDriver();
-       
+
        scene::SMesh *mesh = new scene::SMesh();
        scene::IMeshBuffer *buf = new scene::SMeshBuffer();
        video::SColor c(255,255,255,255);
@@ -389,7 +380,7 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
        buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
        // Initialize with a generated placeholder texture
-       buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
+       buf->getMaterial().setTexture(0, tsrc->getTexture(""));
        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
        buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
        buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
@@ -407,7 +398,7 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        updateTexture();
 }
 
-void ItemCAO::removeFromScene()
+void ItemCAO::removeFromScene(bool permanent)
 {
        if(m_node == NULL)
                return;
@@ -470,7 +461,7 @@ void ItemCAO::updateTexture()
                IItemDefManager *idef = m_gamedef->idef();
                ItemStack item;
                item.deSerialize(is, idef);
-               texture = item.getDefinition(idef).inventory_texture;
+               texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
        }
        catch(SerializationError &e)
        {
@@ -478,7 +469,7 @@ void ItemCAO::updateTexture()
                                <<": error deSerializing itemstring \""
                                <<m_itemstring<<std::endl;
        }
-       
+
        // Set meshbuffer texture
        m_node->getMaterial(0).setTexture(0, texture);
 }
@@ -523,7 +514,7 @@ void ItemCAO::processMessage(const std::string &data)
 void ItemCAO::initialize(const std::string &data)
 {
        infostream<<"ItemCAO: Got init data"<<std::endl;
-       
+
        {
                std::istringstream is(data, std::ios::binary);
                // version
@@ -536,7 +527,7 @@ void ItemCAO::initialize(const std::string &data)
                // itemstring
                m_itemstring = deSerializeString(is);
        }
-       
+
        updateNodePos();
        updateInfoText();
 }
@@ -547,46 +538,7 @@ void ItemCAO::initialize(const std::string &data)
 
 #include "genericobject.h"
 
-class GenericCAO : public ClientActiveObject
-{
-private:
-       // Only set at initialization
-       std::string m_name;
-       bool m_is_player;
-       bool m_is_local_player; // determined locally
-       // Property-ish things
-       ObjectProperties m_prop;
-       //
-       scene::ISceneManager *m_smgr;
-       IrrlichtDevice *m_irr;
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_meshnode;
-       scene::IAnimatedMeshSceneNode *m_animated_meshnode;
-       scene::IBillboardSceneNode *m_spritenode;
-       scene::ITextSceneNode* m_textnode;
-       v3f m_position;
-       v3f m_velocity;
-       v3f m_acceleration;
-       float m_yaw;
-       s16 m_hp;
-       SmoothTranslator pos_translator;
-       // Spritesheet/animation stuff
-       v2f m_tx_size;
-       v2s16 m_tx_basepos;
-       bool m_initial_tx_basepos_set;
-       bool m_tx_select_horiz_by_yawpitch;
-       int m_anim_frame;
-       int m_anim_num_frames;
-       float m_anim_framelength;
-       float m_anim_timer;
-       ItemGroupList m_armor_groups;
-       float m_reset_textures_timer;
-       bool m_visuals_expired;
-       float m_step_distance_counter;
-       u8 m_last_light;
-
-public:
-       GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
+GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                ClientActiveObject(0, gamedef, env),
                //
                m_is_player(false),
@@ -597,7 +549,9 @@ public:
                m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
                m_meshnode(NULL),
                m_animated_meshnode(NULL),
+               m_wield_meshnode(NULL),
                m_spritenode(NULL),
+               m_nametag_color(video::SColor(255, 255, 255, 255)),
                m_textnode(NULL),
                m_position(v3f(0,10*BS,0)),
                m_velocity(v3f(0,0,0)),
@@ -608,6 +562,15 @@ public:
                m_tx_basepos(0,0),
                m_initial_tx_basepos_set(false),
                m_tx_select_horiz_by_yawpitch(false),
+               m_animation_range(v2s32(0,0)),
+               m_animation_speed(15),
+               m_animation_blend(0),
+               m_animation_loop(true),
+               m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
+               m_attachment_bone(""),
+               m_attachment_position(v3f(0,0,0)),
+               m_attachment_rotation(v3f(0,0,0)),
+               m_attached_to_local(false),
                m_anim_frame(0),
                m_anim_num_frames(1),
                m_anim_framelength(0.2),
@@ -615,330 +578,603 @@ public:
                m_reset_textures_timer(-1),
                m_visuals_expired(false),
                m_step_distance_counter(0),
-               m_last_light(255)
+               m_last_light(255),
+               m_is_visible(false)
+{
+       if(gamedef == NULL)
+               ClientActiveObject::registerType(getType(), create);
+}
+
+bool GenericCAO::getCollisionBox(aabb3f *toset)
+{
+       if (m_prop.physical)
        {
-               if(gamedef == NULL)
-                       ClientActiveObject::registerType(getType(), create);
+               //update collision box
+               toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+               toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+
+               toset->MinEdge += m_position;
+               toset->MaxEdge += m_position;
+
+               return true;
        }
 
-       void initialize(const std::string &data)
+       return false;
+}
+
+bool GenericCAO::collideWithObjects()
+{
+       return m_prop.collideWithObjects;
+}
+
+void GenericCAO::initialize(const std::string &data)
+{
+       infostream<<"GenericCAO: Got init data"<<std::endl;
+       std::istringstream is(data, std::ios::binary);
+       int num_messages = 0;
+       // version
+       u8 version = readU8(is);
+       // check version
+       if(version == 1) // In PROTOCOL_VERSION 14
        {
-               infostream<<"GenericCAO: Got init data"<<std::endl;
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0){
-                       errorstream<<"GenericCAO: Unsupported init data version"
-                                       <<std::endl;
-                       return;
-               }
                m_name = deSerializeString(is);
                m_is_player = readU8(is);
+               m_id = readS16(is);
                m_position = readV3F1000(is);
                m_yaw = readF1000(is);
                m_hp = readS16(is);
-               
-               int num_messages = readU8(is);
-               for(int i=0; i<num_messages; i++){
-                       std::string message = deSerializeLongString(is);
-                       processMessage(message);
-               }
-
-               pos_translator.init(m_position);
-               updateNodePos();
-               
-               if(m_is_player){
-                       Player *player = m_env->getPlayer(m_name.c_str());
-                       if(player && player->isLocal()){
-                               m_is_local_player = true;
-                       }
-               }
+               num_messages = readU8(is);
        }
-
-       ~GenericCAO()
+       else if(version == 0) // In PROTOCOL_VERSION 13
        {
+               m_name = deSerializeString(is);
+               m_is_player = readU8(is);
+               m_position = readV3F1000(is);
+               m_yaw = readF1000(is);
+               m_hp = readS16(is);
+               num_messages = readU8(is);
        }
-
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       else
        {
-               return new GenericCAO(gamedef, env);
+               errorstream<<"GenericCAO: Unsupported init data version"
+                               <<std::endl;
+               return;
        }
 
-       u8 getType() const
+       for(int i=0; i<num_messages; i++)
        {
-               return ACTIVEOBJECT_TYPE_GENERIC;
+               std::string message = deSerializeLongString(is);
+               processMessage(message);
        }
-       core::aabbox3d<f32>* getSelectionBox()
+
+       pos_translator.init(m_position);
+       updateNodePos();
+
+       if(m_is_player)
        {
-               if(!m_prop.is_visible || m_is_local_player)
-                       return NULL;
-               return &m_selection_box;
+               Player *player = m_env->getPlayer(m_name.c_str());
+               if(player && player->isLocal())
+               {
+                       m_is_local_player = true;
+                       m_is_visible = false;
+                       LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
+
+                       assert( localplayer != NULL );
+                       localplayer->setCAO(this);
+               }
+               m_env->addPlayerName(m_name.c_str());
        }
-       v3f getPosition()
+}
+
+GenericCAO::~GenericCAO()
+{
+       if(m_is_player)
        {
-               return pos_translator.vect_show;
+               m_env->removePlayerName(m_name.c_str());
        }
+       removeFromScene(true);
+}
 
-       void removeFromScene()
-       {
-               if(m_meshnode){
-                       m_meshnode->remove();
-                       m_meshnode = NULL;
+core::aabbox3d<f32>* GenericCAO::getSelectionBox()
+{
+       if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
+               return NULL;
+       return &m_selection_box;
+}
+
+v3f GenericCAO::getPosition()
+{
+       if (getParent() != NULL) {
+               scene::ISceneNode *node = getSceneNode();
+               if (node)
+                       return node->getAbsolutePosition();
+               else
+                       return m_position;
+       }
+       return pos_translator.vect_show;
+}
+
+scene::ISceneNode* GenericCAO::getSceneNode()
+{
+       if (m_meshnode)
+               return m_meshnode;
+       if (m_animated_meshnode)
+               return m_animated_meshnode;
+       if (m_wield_meshnode)
+               return m_wield_meshnode;
+       if (m_spritenode)
+               return m_spritenode;
+       return NULL;
+}
+
+scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
+{
+       return m_meshnode;
+}
+
+scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
+{
+       return m_animated_meshnode;
+}
+
+WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
+{
+       return m_wield_meshnode;
+}
+
+scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
+{
+       return m_spritenode;
+}
+
+void GenericCAO::setChildrenVisible(bool toset)
+{
+       for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+               GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
+               if (obj) {
+                       obj->setVisible(toset);
                }
-               if(m_animated_meshnode){
-                       m_animated_meshnode->remove();
-                       m_animated_meshnode = NULL;
+       }
+}
+
+void GenericCAO::setAttachments()
+{
+       updateAttachments();
+}
+
+ClientActiveObject* GenericCAO::getParent()
+{
+       ClientActiveObject *obj = NULL;
+
+       u16 attached_id = m_env->attachement_parent_ids[getId()];
+
+       if ((attached_id != 0) &&
+                       (attached_id != getId())) {
+               obj = m_env->getActiveObject(attached_id);
+       }
+       return obj;
+}
+
+void GenericCAO::removeFromScene(bool permanent)
+{
+       // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
+       if((m_env != NULL) && (permanent))
+       {
+               for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+                       u16 ci = m_children[i];
+                       if (m_env->attachement_parent_ids[ci] == getId()) {
+                               m_env->attachement_parent_ids[ci] = 0;
+                       }
                }
-               if(m_spritenode){
-                       m_spritenode->remove();
-                       m_spritenode = NULL;
+
+               m_env->attachement_parent_ids[getId()] = 0;
+
+               LocalPlayer* player = m_env->getLocalPlayer();
+               if (this == player->parent) {
+                       player->parent = NULL;
+                       player->isAttached = false;
                }
        }
 
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
+       if(m_meshnode)
+       {
+               m_meshnode->remove();
+               m_meshnode->drop();
+               m_meshnode = NULL;
+       }
+       if(m_animated_meshnode)
        {
-               m_smgr = smgr;
-               m_irr = irr;
+               m_animated_meshnode->remove();
+               m_animated_meshnode->drop();
+               m_animated_meshnode = NULL;
+       }
+       if(m_wield_meshnode)
+       {
+               m_wield_meshnode->remove();
+               m_wield_meshnode->drop();
+               m_wield_meshnode = NULL;
+       }
+       if(m_spritenode)
+       {
+               m_spritenode->remove();
+               m_spritenode->drop();
+               m_spritenode = NULL;
+       }
+       if (m_textnode)
+       {
+               m_textnode->remove();
+               m_textnode->drop();
+               m_textnode = NULL;
+       }
+}
 
-               if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
-                       return;
-               
-               m_visuals_expired = false;
+void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+               IrrlichtDevice *irr)
+{
+       m_smgr = smgr;
+       m_irr = irr;
 
-               if(!m_prop.is_visible || m_is_local_player)
-                       return;
-       
-               //video::IVideoDriver* driver = smgr->getVideoDriver();
+       if (getSceneNode() != NULL)
+               return;
 
-               if(m_prop.visual == "sprite"){
-                       infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
-                       m_spritenode = smgr->addBillboardSceneNode(
-                                       NULL, v2f(1, 1), v3f(0,0,0), -1);
-                       m_spritenode->setMaterialTexture(0,
-                                       tsrc->getTextureRaw("unknown_block.png"));
-                       m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
-                       m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-                       m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
-                       m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
-                       u8 li = m_last_light;
-                       m_spritenode->setColor(video::SColor(255,li,li,li));
-                       m_spritenode->setSize(m_prop.visual_size*BS);
-                       {
-                               const float txs = 1.0 / 1;
-                               const float tys = 1.0 / 1;
-                               setBillboardTextureMatrix(m_spritenode,
-                                               txs, tys, 0, 0);
-                       }
+       m_visuals_expired = false;
+
+       if(!m_prop.is_visible)
+               return;
+
+       //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+       if(m_prop.visual == "sprite")
+       {
+               infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
+               m_spritenode = smgr->addBillboardSceneNode(
+                               NULL, v2f(1, 1), v3f(0,0,0), -1);
+               m_spritenode->grab();
+               m_spritenode->setMaterialTexture(0,
+                               tsrc->getTextureForMesh("unknown_node.png"));
+               m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
+               m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+               m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+               m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+               u8 li = m_last_light;
+               m_spritenode->setColor(video::SColor(255,li,li,li));
+               m_spritenode->setSize(m_prop.visual_size*BS);
+               {
+                       const float txs = 1.0 / 1;
+                       const float tys = 1.0 / 1;
+                       setBillboardTextureMatrix(m_spritenode,
+                                       txs, tys, 0, 0);
                }
-               else if(m_prop.visual == "upright_sprite")
+       }
+       else if(m_prop.visual == "upright_sprite") {
+               scene::SMesh *mesh = new scene::SMesh();
+               double dx = BS*m_prop.visual_size.X/2;
+               double dy = BS*m_prop.visual_size.Y/2;
+               { // Front
+               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+               u8 li = m_last_light;
+               video::SColor c(255,li,li,li);
+               video::S3DVertex vertices[4] =
                {
-                       scene::SMesh *mesh = new scene::SMesh();
-                       double dx = BS*m_prop.visual_size.X/2;
-                       double dy = BS*m_prop.visual_size.Y/2;
-                       { // Front
-                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-                       u8 li = m_last_light;
-                       video::SColor c(255,li,li,li);
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
-                               video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
-                               video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
-                               video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
-                       };
-                       u16 indices[] = {0,1,2,2,3,0};
-                       buf->append(vertices, 4, indices, 6);
-                       // Set material
-                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       // Add to mesh
-                       mesh->addMeshBuffer(buf);
-                       buf->drop();
-                       }
-                       { // Back
-                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-                       u8 li = m_last_light;
-                       video::SColor c(255,li,li,li);
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
-                               video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
-                               video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
-                               video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
-                       };
-                       u16 indices[] = {0,1,2,2,3,0};
-                       buf->append(vertices, 4, indices, 6);
-                       // Set material
-                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       // Add to mesh
-                       mesh->addMeshBuffer(buf);
-                       buf->drop();
-                       }
-                       m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
-                       mesh->drop();
-                       // Set it to use the materials of the meshbuffers directly.
-                       // This is needed for changing the texture in the future
-                       m_meshnode->setReadOnlyMaterials(true);
+                       video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+                       video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
+                       video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
+                       video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
+               };
+               u16 indices[] = {0,1,2,2,3,0};
+               buf->append(vertices, 4, indices, 6);
+               // Set material
+               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+               // Add to mesh
+               mesh->addMeshBuffer(buf);
+               buf->drop();
                }
-               else if(m_prop.visual == "cube"){
-                       infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
-                       scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
-                       m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
-                       mesh->drop();
-                       
-                       m_meshnode->setScale(v3f(m_prop.visual_size.X,
-                                       m_prop.visual_size.Y,
-                                       m_prop.visual_size.X));
-                       u8 li = m_last_light;
-                       setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+               { // Back
+               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+               u8 li = m_last_light;
+               video::SColor c(255,li,li,li);
+               video::S3DVertex vertices[4] =
+               {
+                       video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
+                       video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+                       video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
+                       video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
+               };
+               u16 indices[] = {0,1,2,2,3,0};
+               buf->append(vertices, 4, indices, 6);
+               // Set material
+               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+               // Add to mesh
+               mesh->addMeshBuffer(buf);
+               buf->drop();
                }
-               else if(m_prop.visual == "mesh"){
-                       infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
-                       scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
+               m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+               m_meshnode->grab();
+               mesh->drop();
+               // Set it to use the materials of the meshbuffers directly.
+               // This is needed for changing the texture in the future
+               m_meshnode->setReadOnlyMaterials(true);
+       }
+       else if(m_prop.visual == "cube") {
+               infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
+               scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
+               m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+               m_meshnode->grab();
+               mesh->drop();
+
+               m_meshnode->setScale(v3f(m_prop.visual_size.X,
+                               m_prop.visual_size.Y,
+                               m_prop.visual_size.X));
+               u8 li = m_last_light;
+               setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+               m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+               m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+               m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+               m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+       }
+       else if(m_prop.visual == "mesh") {
+               infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
+               scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
+               if(mesh)
+               {
                        m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
-                       mesh->drop();
-                       
+                       m_animated_meshnode->grab();
+                       mesh->drop(); // The scene node took hold of it
+                       m_animated_meshnode->animateJoints(); // Needed for some animations
                        m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
                                        m_prop.visual_size.Y,
                                        m_prop.visual_size.X));
                        u8 li = m_last_light;
                        setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+                       m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+                       m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+                       m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+                       m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
                }
-               else if(m_prop.visual == "wielditem"){
-                       infostream<<"GenericCAO::addToScene(): node"<<std::endl;
-                       infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
-                       if(m_prop.textures.size() >= 1){
-                               infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
-                               IItemDefManager *idef = m_gamedef->idef();
-                               ItemStack item(m_prop.textures[0], 1, 0, "", idef);
-                               scene::IMesh *item_mesh = item.getDefinition(idef).wield_mesh;
-                               
-                               // Copy mesh to be able to set unique vertex colors
-                               scene::IMeshManipulator *manip =
-                                               irr->getVideoDriver()->getMeshManipulator();
-                               scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
-
-                               m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
-                               mesh->drop();
-                               
-                               m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
-                                               m_prop.visual_size.Y/2,
-                                               m_prop.visual_size.X/2));
-                               u8 li = m_last_light;
-                               setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
-                       }
-               } else {
-                       infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
-                                       <<"\" not supported"<<std::endl;
-               }
-               updateTextures("");
-               
-               scene::ISceneNode *node = NULL;
-               if(m_spritenode)
-                       node = m_spritenode;
-               else if(m_animated_meshnode)
-                       node = m_animated_meshnode;
-               else if(m_meshnode)
-                       node = m_meshnode;
-               if(node && m_is_player && !m_is_local_player){
-                       // Add a text node for showing the name
-                       gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
-                       std::wstring wname = narrow_to_wide(m_name);
-                       m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
-                                       wname.c_str(), video::SColor(255,255,255,255), node);
-                       m_textnode->setPosition(v3f(0, BS*1.1, 0));
+               else
+                       errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
+       }
+       else if(m_prop.visual == "wielditem") {
+               infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
+               infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
+               if(m_prop.textures.size() >= 1){
+                       infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
+                       IItemDefManager *idef = m_gamedef->idef();
+                       ItemStack item(m_prop.textures[0], 1, 0, "", idef);
+
+                       m_wield_meshnode = new WieldMeshSceneNode(
+                                       smgr->getRootSceneNode(), smgr, -1);
+                       m_wield_meshnode->setItem(item, m_gamedef);
+
+                       m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
+                                       m_prop.visual_size.Y/2,
+                                       m_prop.visual_size.X/2));
+                       u8 li = m_last_light;
+                       m_wield_meshnode->setColor(video::SColor(255,li,li,li));
                }
-               
-               updateNodePos();
+       } else {
+               infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
+                               <<"\" not supported"<<std::endl;
+       }
+       updateTextures("");
+
+       scene::ISceneNode *node = getSceneNode();
+       if (node && m_is_player && !m_is_local_player) {
+               // Add a text node for showing the name
+               gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
+               std::wstring wname = utf8_to_wide(m_name);
+               m_textnode = smgr->addTextSceneNode(gui->getSkin()->getFont(),
+                               wname.c_str(), m_nametag_color, node);
+               m_textnode->grab();
+               m_textnode->setPosition(v3f(0, BS*1.1, 0));
        }
 
-       void expireVisuals()
+       updateNodePos();
+       updateAnimation();
+       updateBonePosition();
+       updateAttachments();
+}
+
+void GenericCAO::updateLight(u8 light_at_pos)
+{
+       u8 li = decode_light(light_at_pos);
+       if(li != m_last_light)
        {
-               m_visuals_expired = true;
+               m_last_light = li;
+               video::SColor color(255,li,li,li);
+               if(m_meshnode)
+                       setMeshColor(m_meshnode->getMesh(), color);
+               if(m_animated_meshnode)
+                       setMeshColor(m_animated_meshnode->getMesh(), color);
+               if(m_wield_meshnode)
+                       m_wield_meshnode->setColor(color);
+               if(m_spritenode)
+                       m_spritenode->setColor(color);
        }
-               
-       void updateLight(u8 light_at_pos)
+}
+
+v3s16 GenericCAO::getLightPosition()
+{
+       return floatToInt(m_position, BS);
+}
+
+void GenericCAO::updateNodePos()
+{
+       if (getParent() != NULL)
+               return;
+
+       scene::ISceneNode *node = getSceneNode();
+
+       if (node) {
+               v3s16 camera_offset = m_env->getCameraOffset();
+               node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
+               if (node != m_spritenode) { // rotate if not a sprite
+                       v3f rot = node->getRotation();
+                       rot.Y = -m_yaw;
+                       node->setRotation(rot);
+               }
+       }
+}
+
+void GenericCAO::step(float dtime, ClientEnvironment *env)
+{
+       // Handel model of local player instantly to prevent lags
+       if(m_is_local_player)
        {
-               bool is_visible = (m_hp != 0);
-               u8 li = decode_light(light_at_pos);
-               if(li != m_last_light){
-                       m_last_light = li;
-                       video::SColor color(255,li,li,li);
-                       if(m_meshnode){
-                               setMeshColor(m_meshnode->getMesh(), color);
-                               m_meshnode->setVisible(is_visible);
-                       }
-                       if(m_animated_meshnode){
-                               setMeshColor(m_animated_meshnode->getMesh(), color);
-                               m_animated_meshnode->setVisible(is_visible);
+               LocalPlayer *player = m_env->getLocalPlayer();
+
+               if (m_is_visible)
+               {
+                       int old_anim = player->last_animation;
+                       float old_anim_speed = player->last_animation_speed;
+                       m_position = player->getPosition() + v3f(0,BS,0);
+                       m_velocity = v3f(0,0,0);
+                       m_acceleration = v3f(0,0,0);
+                       pos_translator.vect_show = m_position;
+                       m_yaw = player->getYaw();
+                       PlayerControl controls = player->getPlayerControl();
+
+                       bool walking = false;
+                       if(controls.up || controls.down || controls.left || controls.right)
+                               walking = true;
+
+                       f32 new_speed = player->local_animation_speed;
+                       v2s32 new_anim = v2s32(0,0);
+                       bool allow_update = false;
+
+                       // increase speed if using fast or flying fast
+                       if((g_settings->getBool("fast_move") &&
+                                       m_gamedef->checkLocalPrivilege("fast")) &&
+                                       (controls.aux1 ||
+                                       (!player->touching_ground &&
+                                       g_settings->getBool("free_move") &&
+                                       m_gamedef->checkLocalPrivilege("fly"))))
+                                       new_speed *= 1.5;
+                       // slowdown speed if sneeking
+                       if(controls.sneak && walking)
+                               new_speed /= 2;
+
+                       if(walking && (controls.LMB || controls.RMB))
+                       {
+                               new_anim = player->local_animations[3];
+                               player->last_animation = WD_ANIM;
+                       } else if(walking) {
+                               new_anim = player->local_animations[1];
+                               player->last_animation = WALK_ANIM;
+                       } else if(controls.LMB || controls.RMB) {
+                               new_anim = player->local_animations[2];
+                               player->last_animation = DIG_ANIM;
                        }
-                       if(m_spritenode){
-                               m_spritenode->setColor(color);
-                               m_spritenode->setVisible(is_visible);
+
+                       // Apply animations if input detected and not attached
+                       // or set idle animation
+                       if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
+                       {
+                               allow_update = true;
+                               m_animation_range = new_anim;
+                               m_animation_speed = new_speed;
+                               player->last_animation_speed = m_animation_speed;
+                       } else {
+                               player->last_animation = NO_ANIM;
+
+                               if (old_anim != NO_ANIM)
+                               {
+                                       m_animation_range = player->local_animations[0];
+                                       updateAnimation();
+                               }
                        }
+
+                       // Update local player animations
+                       if ((player->last_animation != old_anim ||
+                               m_animation_speed != old_anim_speed) &&
+                               player->last_animation != NO_ANIM && allow_update)
+                                       updateAnimation();
+
                }
        }
 
-       v3s16 getLightPosition()
-       {
-               return floatToInt(m_position, BS);
-       }
+       if(m_visuals_expired && m_smgr && m_irr){
+               m_visuals_expired = false;
 
-       void updateNodePos()
-       {
-               if(m_meshnode){
-                       m_meshnode->setPosition(pos_translator.vect_show);
-                       v3f rot = m_meshnode->getRotation();
-                       rot.Y = -m_yaw;
-                       m_meshnode->setRotation(rot);
-               }
-               if(m_animated_meshnode){
-                       m_animated_meshnode->setPosition(pos_translator.vect_show);
-                       v3f rot = m_animated_meshnode->getRotation();
-                       rot.Y = -m_yaw;
-                       m_animated_meshnode->setRotation(rot);
+               // Attachments, part 1: All attached objects must be unparented first,
+               // or Irrlicht causes a segmentation fault
+               for(std::vector<u16>::iterator ci = m_children.begin();
+                               ci != m_children.end();)
+               {
+                       if (m_env->attachement_parent_ids[*ci] != getId()) {
+                               ci = m_children.erase(ci);
+                               continue;
+                       }
+                       ClientActiveObject *obj = m_env->getActiveObject(*ci);
+                       if (obj) {
+                               scene::ISceneNode *child_node = obj->getSceneNode();
+                               if (child_node)
+                                       child_node->setParent(m_smgr->getRootSceneNode());
+                       }
+                       ++ci;
                }
-               if(m_spritenode){
-                       m_spritenode->setPosition(pos_translator.vect_show);
+
+               removeFromScene(false);
+               addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
+
+               // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
+               for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+                       // Get the object of the child
+                       ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
+                       if (obj)
+                               obj->setAttachments();
                }
        }
 
-       void step(float dtime, ClientEnvironment *env)
+       // Make sure m_is_visible is always applied
+       scene::ISceneNode *node = getSceneNode();
+       if (node)
+               node->setVisible(m_is_visible);
+
+       if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
        {
-               v3f lastpos = pos_translator.vect_show;
+               // Set these for later
+               m_position = getPosition();
+               m_velocity = v3f(0,0,0);
+               m_acceleration = v3f(0,0,0);
+               pos_translator.vect_show = m_position;
 
-               if(m_visuals_expired && m_smgr && m_irr){
-                       m_visuals_expired = false;
-                       removeFromScene();
-                       addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
+               if(m_is_local_player) // Update local player attachment position
+               {
+                       LocalPlayer *player = m_env->getLocalPlayer();
+                       player->overridePosition = getParent()->getPosition();
+                       m_env->getLocalPlayer()->parent = getParent();
                }
+       } else {
+               v3f lastpos = pos_translator.vect_show;
 
-               if(m_prop.physical){
+               if(m_prop.physical)
+               {
                        core::aabbox3d<f32> box = m_prop.collisionbox;
                        box.MinEdge *= BS;
                        box.MaxEdge *= BS;
                        collisionMoveResult moveresult;
                        f32 pos_max_d = BS*0.125; // Distance per iteration
-                       f32 stepheight = 0;
                        v3f p_pos = m_position;
                        v3f p_velocity = m_velocity;
                        v3f p_acceleration = m_acceleration;
-                       IGameDef *gamedef = env->getGameDef();
-                       moveresult = collisionMoveSimple(&env->getMap(), gamedef,
-                                       pos_max_d, box, stepheight, dtime,
-                                       p_pos, p_velocity, p_acceleration);
+                       moveresult = collisionMoveSimple(env,env->getGameDef(),
+                                       pos_max_d, box, m_prop.stepheight, dtime,
+                                       p_pos, p_velocity, p_acceleration,
+                                       this, m_prop.collideWithObjects);
                        // Apply results
                        m_position = p_pos;
                        m_velocity = p_velocity;
                        m_acceleration = p_acceleration;
-                       
+
                        bool is_end_position = moveresult.collides;
                        pos_translator.update(m_position, is_end_position, dtime);
                        pos_translator.translate(dtime);
@@ -946,16 +1182,19 @@ public:
                } else {
                        m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
                        m_velocity += dtime * m_acceleration;
-                       pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
+                       pos_translator.update(m_position, pos_translator.aim_is_end,
+                                       pos_translator.anim_time);
                        pos_translator.translate(dtime);
                        updateNodePos();
                }
 
                float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
                m_step_distance_counter += moved;
-               if(m_step_distance_counter > 1.5*BS){
+               if(m_step_distance_counter > 1.5*BS)
+               {
                        m_step_distance_counter = 0;
-                       if(!m_is_local_player && m_prop.makes_footstep_sound){
+                       if(!m_is_local_player && m_prop.makes_footstep_sound)
+                       {
                                INodeDefManager *ndef = m_gamedef->ndef();
                                v3s16 p = floatToInt(getPosition() + v3f(0,
                                                (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
@@ -964,295 +1203,612 @@ public:
                                m_gamedef->sound()->playSoundAt(spec, false, getPosition());
                        }
                }
+       }
 
-               m_anim_timer += dtime;
-               if(m_anim_timer >= m_anim_framelength){
-                       m_anim_timer -= m_anim_framelength;
-                       m_anim_frame++;
-                       if(m_anim_frame >= m_anim_num_frames)
-                               m_anim_frame = 0;
+       m_anim_timer += dtime;
+       if(m_anim_timer >= m_anim_framelength)
+       {
+               m_anim_timer -= m_anim_framelength;
+               m_anim_frame++;
+               if(m_anim_frame >= m_anim_num_frames)
+                       m_anim_frame = 0;
+       }
+
+       updateTexturePos();
+
+       if(m_reset_textures_timer >= 0)
+       {
+               m_reset_textures_timer -= dtime;
+               if(m_reset_textures_timer <= 0){
+                       m_reset_textures_timer = -1;
+                       updateTextures("");
                }
+       }
+       if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
+       {
+               m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
+               updateNodePos();
+       }
 
-               updateTexturePos();
+       if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
+                       (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
+       {
+               m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
+                               + m_prop.automatic_face_movement_dir_offset;
+               updateNodePos();
+       }
+}
 
-               if(m_reset_textures_timer >= 0){
-                       m_reset_textures_timer -= dtime;
-                       if(m_reset_textures_timer <= 0){
-                               m_reset_textures_timer = -1;
-                               updateTextures("");
+void GenericCAO::updateTexturePos()
+{
+       if(m_spritenode)
+       {
+               scene::ICameraSceneNode* camera =
+                               m_spritenode->getSceneManager()->getActiveCamera();
+               if(!camera)
+                       return;
+               v3f cam_to_entity = m_spritenode->getAbsolutePosition()
+                               - camera->getAbsolutePosition();
+               cam_to_entity.normalize();
+
+               int row = m_tx_basepos.Y;
+               int col = m_tx_basepos.X;
+
+               if(m_tx_select_horiz_by_yawpitch)
+               {
+                       if(cam_to_entity.Y > 0.75)
+                               col += 5;
+                       else if(cam_to_entity.Y < -0.75)
+                               col += 4;
+                       else{
+                               float mob_dir =
+                                               atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
+                               float dir = mob_dir - m_yaw;
+                               dir = wrapDegrees_180(dir);
+                               //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
+                               if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
+                                       col += 2;
+                               else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
+                                       col += 3;
+                               else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
+                                       col += 0;
+                               else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
+                                       col += 1;
+                               else
+                                       col += 4;
                        }
                }
-               if(fabs(m_prop.automatic_rotate) > 0.001){
-                       m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
-                       updateNodePos();
-               }
+
+               // Animation goes downwards
+               row += m_anim_frame;
+
+               float txs = m_tx_size.X;
+               float tys = m_tx_size.Y;
+               setBillboardTextureMatrix(m_spritenode,
+                               txs, tys, col, row);
        }
+}
 
-       void updateTexturePos()
+void GenericCAO::updateTextures(const std::string &mod)
+{
+       ITextureSource *tsrc = m_gamedef->tsrc();
+
+       bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
+       bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
+       bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
+
+       if(m_spritenode)
        {
-               if(m_spritenode){
-                       scene::ICameraSceneNode* camera =
-                                       m_spritenode->getSceneManager()->getActiveCamera();
-                       if(!camera)
-                               return;
-                       v3f cam_to_entity = m_spritenode->getAbsolutePosition()
-                                       - camera->getAbsolutePosition();
-                       cam_to_entity.normalize();
-
-                       int row = m_tx_basepos.Y;
-                       int col = m_tx_basepos.X;
-                       
-                       if(m_tx_select_horiz_by_yawpitch)
+               if(m_prop.visual == "sprite")
+               {
+                       std::string texturestring = "unknown_node.png";
+                       if(m_prop.textures.size() >= 1)
+                               texturestring = m_prop.textures[0];
+                       texturestring += mod;
+                       m_spritenode->setMaterialTexture(0,
+                                       tsrc->getTextureForMesh(texturestring));
+
+                       // This allows setting per-material colors. However, until a real lighting
+                       // system is added, the code below will have no effect. Once MineTest
+                       // has directional lighting, it should work automatically.
+                       if(m_prop.colors.size() >= 1)
                        {
-                               if(cam_to_entity.Y > 0.75)
-                                       col += 5;
-                               else if(cam_to_entity.Y < -0.75)
-                                       col += 4;
-                               else{
-                                       float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
-                                       float dir = mob_dir - m_yaw;
-                                       dir = wrapDegrees_180(dir);
-                                       //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
-                                       if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
-                                               col += 2;
-                                       else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
-                                               col += 3;
-                                       else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
-                                               col += 0;
-                                       else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
-                                               col += 1;
-                                       else
-                                               col += 4;
-                               }
+                               m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
+                               m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
+                               m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
                        }
-                       
-                       // Animation goes downwards
-                       row += m_anim_frame;
 
-                       float txs = m_tx_size.X;
-                       float tys = m_tx_size.Y;
-                       setBillboardTextureMatrix(m_spritenode,
-                                       txs, tys, col, row);
+                       m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                       m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                       m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                }
        }
-
-       void updateTextures(const std::string &mod)
+       if(m_animated_meshnode)
        {
-               ITextureSource *tsrc = m_gamedef->tsrc();
-
-               if(m_spritenode)
+               if(m_prop.visual == "mesh")
                {
-                       if(m_prop.visual == "sprite")
+                       for (u32 i = 0; i < m_prop.textures.size() &&
+                                       i < m_animated_meshnode->getMaterialCount(); ++i)
                        {
-                               std::string texturestring = "unknown_block.png";
-                               if(m_prop.textures.size() >= 1)
-                                       texturestring = m_prop.textures[0];
+                               std::string texturestring = m_prop.textures[i];
+                               if(texturestring == "")
+                                       continue; // Empty texture string means don't modify that material
                                texturestring += mod;
-                               m_spritenode->setMaterialTexture(0,
-                                               tsrc->getTextureRaw(texturestring));
+                               video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
+                               if(!texture)
+                               {
+                                       errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
+                                       continue;
+                               }
+
+                               // Set material flags and texture
+                               video::SMaterial& material = m_animated_meshnode->getMaterial(i);
+                               material.TextureLayer[0].Texture = texture;
+                               material.setFlag(video::EMF_LIGHTING, false);
+                               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+
+                               m_animated_meshnode->getMaterial(i)
+                                               .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               m_animated_meshnode->getMaterial(i)
+                                               .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               m_animated_meshnode->getMaterial(i)
+                                               .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                       }
+                       for (u32 i = 0; i < m_prop.colors.size() &&
+                       i < m_animated_meshnode->getMaterialCount(); ++i)
+                       {
+                               // This allows setting per-material colors. However, until a real lighting
+                               // system is added, the code below will have no effect. Once MineTest
+                               // has directional lighting, it should work automatically.
+                               m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+                               m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+                               m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
                        }
                }
-               if(m_animated_meshnode)
+       }
+       if(m_meshnode)
+       {
+               if(m_prop.visual == "cube")
                {
-                       if(m_prop.visual == "mesh")
+                       for (u32 i = 0; i < 6; ++i)
                        {
-                               // fallback texture
-                               if(m_prop.texture == "")
-                                       m_prop.texture = "unknown_block.png";
-                               video::IVideoDriver* driver = m_animated_meshnode->getSceneManager()->getVideoDriver();
-                               m_animated_meshnode->setMaterialTexture(0, driver->getTexture(m_prop.texture.c_str()));
+                               std::string texturestring = "unknown_node.png";
+                               if(m_prop.textures.size() > i)
+                                       texturestring = m_prop.textures[i];
+                               texturestring += mod;
+
+
+                               // Set material flags and texture
+                               video::SMaterial& material = m_meshnode->getMaterial(i);
+                               material.setFlag(video::EMF_LIGHTING, false);
+                               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                               material.setTexture(0,
+                                               tsrc->getTextureForMesh(texturestring));
+                               material.getTextureMatrix(0).makeIdentity();
+
+                               // This allows setting per-material colors. However, until a real lighting
+                               // system is added, the code below will have no effect. Once MineTest
+                               // has directional lighting, it should work automatically.
+                               if(m_prop.colors.size() > i)
+                               {
+                                       m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+                                       m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+                                       m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
+                               }
+
+                               m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
                }
-               if(m_meshnode)
+               else if(m_prop.visual == "upright_sprite")
                {
-                       if(m_prop.visual == "cube")
+                       scene::IMesh *mesh = m_meshnode->getMesh();
                        {
-                               for (u32 i = 0; i < 6; ++i)
+                               std::string tname = "unknown_object.png";
+                               if(m_prop.textures.size() >= 1)
+                                       tname = m_prop.textures[0];
+                               tname += mod;
+                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
+                               buf->getMaterial().setTexture(0,
+                                               tsrc->getTextureForMesh(tname));
+
+                               // This allows setting per-material colors. However, until a real lighting
+                               // system is added, the code below will have no effect. Once MineTest
+                               // has directional lighting, it should work automatically.
+                               if(m_prop.colors.size() >= 1)
                                {
-                                       std::string texturestring = "unknown_block.png";
-                                       if(m_prop.textures.size() > i)
-                                               texturestring = m_prop.textures[i];
-                                       texturestring += mod;
-                                       AtlasPointer ap = tsrc->getTexture(texturestring);
-
-                                       // Get the tile texture and atlas transformation
-                                       video::ITexture* atlas = ap.atlas;
-                                       v2f pos = ap.pos;
-                                       v2f size = ap.size;
-
-                                       // Set material flags and texture
-                                       video::SMaterial& material = m_meshnode->getMaterial(i);
-                                       material.setFlag(video::EMF_LIGHTING, false);
-                                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                                       material.setTexture(0, atlas);
-                                       material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
-                                       material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
+                                       buf->getMaterial().AmbientColor = m_prop.colors[0];
+                                       buf->getMaterial().DiffuseColor = m_prop.colors[0];
+                                       buf->getMaterial().SpecularColor = m_prop.colors[0];
                                }
+
+                               buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
-                       else if(m_prop.visual == "upright_sprite")
                        {
-                               scene::IMesh *mesh = m_meshnode->getMesh();
+                               std::string tname = "unknown_object.png";
+                               if(m_prop.textures.size() >= 2)
+                                       tname = m_prop.textures[1];
+                               else if(m_prop.textures.size() >= 1)
+                                       tname = m_prop.textures[0];
+                               tname += mod;
+                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
+                               buf->getMaterial().setTexture(0,
+                                               tsrc->getTextureForMesh(tname));
+
+                               // This allows setting per-material colors. However, until a real lighting
+                               // system is added, the code below will have no effect. Once MineTest
+                               // has directional lighting, it should work automatically.
+                               if(m_prop.colors.size() >= 2)
                                {
-                                       std::string tname = "unknown_object.png";
-                                       if(m_prop.textures.size() >= 1)
-                                               tname = m_prop.textures[0];
-                                       tname += mod;
-                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
-                                       buf->getMaterial().setTexture(0,
-                                                       tsrc->getTextureRaw(tname));
+                                       buf->getMaterial().AmbientColor = m_prop.colors[1];
+                                       buf->getMaterial().DiffuseColor = m_prop.colors[1];
+                                       buf->getMaterial().SpecularColor = m_prop.colors[1];
                                }
+                               else if(m_prop.colors.size() >= 1)
                                {
-                                       std::string tname = "unknown_object.png";
-                                       if(m_prop.textures.size() >= 2)
-                                               tname = m_prop.textures[1];
-                                       else if(m_prop.textures.size() >= 1)
-                                               tname = m_prop.textures[0];
-                                       tname += mod;
-                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
-                                       buf->getMaterial().setTexture(0,
-                                                       tsrc->getTextureRaw(tname));
+                                       buf->getMaterial().AmbientColor = m_prop.colors[0];
+                                       buf->getMaterial().DiffuseColor = m_prop.colors[0];
+                                       buf->getMaterial().SpecularColor = m_prop.colors[0];
                                }
+
+                               buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
                }
        }
+}
+
+void GenericCAO::updateAnimation()
+{
+       if(m_animated_meshnode == NULL)
+               return;
 
-       void processMessage(const std::string &data)
+       if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
+               m_animated_meshnode->getEndFrame() != m_animation_range.Y)
+                       m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
+       if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
+               m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+       m_animated_meshnode->setTransitionTime(m_animation_blend);
+// Requires Irrlicht 1.8 or greater
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
+       if (m_animated_meshnode->getLoopMode() != m_animation_loop)
+               m_animated_meshnode->setLoopMode(m_animation_loop);
+#endif
+}
+
+void GenericCAO::updateBonePosition()
+{
+       if(m_bone_position.empty() || m_animated_meshnode == NULL)
+               return;
+
+       m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
+       for(std::map<std::string,
+                       core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
+                       ii != m_bone_position.end(); ++ii)
        {
-               //infostream<<"GenericCAO: Got message"<<std::endl;
-               std::istringstream is(data, std::ios::binary);
-               // command
-               u8 cmd = readU8(is);
-               if(cmd == GENERIC_CMD_SET_PROPERTIES)
+               std::string bone_name = (*ii).first;
+               v3f bone_pos = (*ii).second.X;
+               v3f bone_rot = (*ii).second.Y;
+               irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
+               if(bone)
                {
-                       m_prop = gob_read_set_properties(is);
-
-                       m_selection_box = m_prop.collisionbox;
-                       m_selection_box.MinEdge *= BS;
-                       m_selection_box.MaxEdge *= BS;
-                               
-                       m_tx_size.X = 1.0 / m_prop.spritediv.X;
-                       m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
-
-                       if(!m_initial_tx_basepos_set){
-                               m_initial_tx_basepos_set = true;
-                               m_tx_basepos = m_prop.initial_sprite_basepos;
-                       }
-                       
-                       expireVisuals();
+                       bone->setPosition(bone_pos);
+                       bone->setRotation(bone_rot);
                }
-               else if(cmd == GENERIC_CMD_UPDATE_POSITION)
-               {
-                       m_position = readV3F1000(is);
-                       m_velocity = readV3F1000(is);
-                       m_acceleration = readV3F1000(is);
-                       if(fabs(m_prop.automatic_rotate) < 0.001)
-                               m_yaw = readF1000(is);
-                       bool do_interpolate = readU8(is);
-                       bool is_end_position = readU8(is);
-                       float update_interval = readF1000(is);
-
-                       // Place us a bit higher if we're physical, to not sink into
-                       // the ground due to sucky collision detection...
-                       if(m_prop.physical)
-                               m_position += v3f(0,0.002,0);
-                       
-                       if(do_interpolate){
-                               if(!m_prop.physical)
-                                       pos_translator.update(m_position, is_end_position, update_interval);
-                       } else {
-                               pos_translator.init(m_position);
-                       }
-                       updateNodePos();
+       }
+}
+
+void GenericCAO::updateAttachments()
+{
+
+       if (getParent() == NULL) { // Detach or don't attach
+               scene::ISceneNode *node = getSceneNode();
+               if (node) {
+                       v3f old_position = node->getAbsolutePosition();
+                       v3f old_rotation = node->getRotation();
+                       node->setParent(m_smgr->getRootSceneNode());
+                       node->setPosition(old_position);
+                       node->setRotation(old_rotation);
+                       node->updateAbsolutePosition();
                }
-               else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
-               {
-                       std::string mod = deSerializeString(is);
-                       updateTextures(mod);
+               if (m_is_local_player) {
+                       LocalPlayer *player = m_env->getLocalPlayer();
+                       player->isAttached = false;
                }
-               else if(cmd == GENERIC_CMD_SET_SPRITE)
-               {
-                       v2s16 p = readV2S16(is);
-                       int num_frames = readU16(is);
-                       float framelength = readF1000(is);
-                       bool select_horiz_by_yawpitch = readU8(is);
-                       
-                       m_tx_basepos = p;
-                       m_anim_num_frames = num_frames;
-                       m_anim_framelength = framelength;
-                       m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
-
-                       updateTexturePos();
+       }
+       else // Attach
+       {
+               scene::ISceneNode *my_node = getSceneNode();
+
+               scene::ISceneNode *parent_node = getParent()->getSceneNode();
+               scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
+                               getParent()->getAnimatedMeshSceneNode();
+               if (parent_animated_mesh_node && m_attachment_bone != "") {
+                       parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
+               }
+
+               if (my_node && parent_node) {
+                       my_node->setParent(parent_node);
+                       my_node->setPosition(m_attachment_position);
+                       my_node->setRotation(m_attachment_rotation);
+                       my_node->updateAbsolutePosition();
+               }
+               if (m_is_local_player) {
+                       LocalPlayer *player = m_env->getLocalPlayer();
+                       player->isAttached = true;
+               }
+       }
+}
+
+void GenericCAO::processMessage(const std::string &data)
+{
+       //infostream<<"GenericCAO: Got message"<<std::endl;
+       std::istringstream is(data, std::ios::binary);
+       // command
+       u8 cmd = readU8(is);
+       if(cmd == GENERIC_CMD_SET_PROPERTIES)
+       {
+               m_prop = gob_read_set_properties(is);
+
+               m_selection_box = m_prop.collisionbox;
+               m_selection_box.MinEdge *= BS;
+               m_selection_box.MaxEdge *= BS;
+
+               m_tx_size.X = 1.0 / m_prop.spritediv.X;
+               m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
+
+               if(!m_initial_tx_basepos_set){
+                       m_initial_tx_basepos_set = true;
+                       m_tx_basepos = m_prop.initial_sprite_basepos;
                }
-               else if(cmd == GENERIC_CMD_PUNCHED)
+
+               expireVisuals();
+       }
+       else if(cmd == GENERIC_CMD_UPDATE_POSITION)
+       {
+               // Not sent by the server if this object is an attachment.
+               // We might however get here if the server notices the object being detached before the client.
+               m_position = readV3F1000(is);
+               m_velocity = readV3F1000(is);
+               m_acceleration = readV3F1000(is);
+               if(fabs(m_prop.automatic_rotate) < 0.001)
+                       m_yaw = readF1000(is);
+               else
+                       readF1000(is);
+               bool do_interpolate = readU8(is);
+               bool is_end_position = readU8(is);
+               float update_interval = readF1000(is);
+
+               // Place us a bit higher if we're physical, to not sink into
+               // the ground due to sucky collision detection...
+               if(m_prop.physical)
+                       m_position += v3f(0,0.002,0);
+
+               if(getParent() != NULL) // Just in case
+                       return;
+
+               if(do_interpolate)
                {
-                       /*s16 damage =*/ readS16(is);
-                       s16 result_hp = readS16(is);
-                       
-                       m_hp = result_hp;
+                       if(!m_prop.physical)
+                               pos_translator.update(m_position, is_end_position, update_interval);
+               } else {
+                       pos_translator.init(m_position);
                }
-               else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
+               updateNodePos();
+       }
+       else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
+               std::string mod = deSerializeString(is);
+               updateTextures(mod);
+       }
+       else if(cmd == GENERIC_CMD_SET_SPRITE) {
+               v2s16 p = readV2S16(is);
+               int num_frames = readU16(is);
+               float framelength = readF1000(is);
+               bool select_horiz_by_yawpitch = readU8(is);
+
+               m_tx_basepos = p;
+               m_anim_num_frames = num_frames;
+               m_anim_framelength = framelength;
+               m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
+
+               updateTexturePos();
+       }
+       else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
+               float override_speed = readF1000(is);
+               float override_jump = readF1000(is);
+               float override_gravity = readF1000(is);
+               // these are sent inverted so we get true when the server sends nothing
+               bool sneak = !readU8(is);
+               bool sneak_glitch = !readU8(is);
+
+
+               if(m_is_local_player)
                {
-                       m_armor_groups.clear();
-                       int armor_groups_size = readU16(is);
-                       for(int i=0; i<armor_groups_size; i++){
-                               std::string name = deSerializeString(is);
-                               int rating = readS16(is);
-                               m_armor_groups[name] = rating;
+                       LocalPlayer *player = m_env->getLocalPlayer();
+                       player->physics_override_speed = override_speed;
+                       player->physics_override_jump = override_jump;
+                       player->physics_override_gravity = override_gravity;
+                       player->physics_override_sneak = sneak;
+                       player->physics_override_sneak_glitch = sneak_glitch;
+               }
+       }
+       else if(cmd == GENERIC_CMD_SET_ANIMATION) {
+               // TODO: change frames send as v2s32 value
+               v2f range = readV2F1000(is);
+               if (!m_is_local_player) {
+                       m_animation_range = v2s32((s32)range.X, (s32)range.Y);
+                       m_animation_speed = readF1000(is);
+                       m_animation_blend = readF1000(is);
+                       // these are sent inverted so we get true when the server sends nothing
+                       m_animation_loop = !readU8(is);
+                       updateAnimation();
+               } else {
+                       LocalPlayer *player = m_env->getLocalPlayer();
+                       if(player->last_animation == NO_ANIM)
+                       {
+                               m_animation_range = v2s32((s32)range.X, (s32)range.Y);
+                               m_animation_speed = readF1000(is);
+                               m_animation_blend = readF1000(is);
+                               // these are sent inverted so we get true when the server sends nothing
+                               m_animation_loop = !readU8(is);
+                       }
+                       // update animation only if local animations present
+                       // and received animation is unknown (except idle animation)
+                       bool is_known = false;
+                       for (int i = 1;i<4;i++)
+                       {
+                               if(m_animation_range.Y == player->local_animations[i].Y)
+                                       is_known = true;
+                       }
+                       if(!is_known ||
+                                       (player->local_animations[1].Y + player->local_animations[2].Y < 1))
+                       {
+                                       updateAnimation();
                        }
                }
        }
-       
-       bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
-                       float time_from_last_punch=1000000)
-       {
-               assert(punchitem);
-               const ToolCapabilities *toolcap =
-                               &punchitem->getToolCapabilities(m_gamedef->idef());
-               PunchDamageResult result = getPunchDamage(
-                               m_armor_groups,
-                               toolcap,
-                               punchitem,
-                               time_from_last_punch);
-
-               if(result.did_punch && result.damage != 0)
+       else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
+               std::string bone = deSerializeString(is);
+               v3f position = readV3F1000(is);
+               v3f rotation = readV3F1000(is);
+               m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+
+               updateBonePosition();
+       } else if (cmd == GENERIC_CMD_ATTACH_TO) {
+               u16 parentID = readS16(is);
+               u16 oldparent = m_env->attachement_parent_ids[getId()];
+               if (oldparent) {
+                       m_children.erase(std::remove(m_children.begin(), m_children.end(),
+                               getId()), m_children.end());
+               }
+               m_env->attachement_parent_ids[getId()] = parentID;
+               GenericCAO *parentobj = m_env->getGenericCAO(parentID);
+
+               if (parentobj) {
+                       parentobj->m_children.push_back(getId());
+               }
+
+               m_attachment_bone = deSerializeString(is);
+               m_attachment_position = readV3F1000(is);
+               m_attachment_rotation = readV3F1000(is);
+
+               // localplayer itself can't be attached to localplayer
+               if (!m_is_local_player) {
+                       m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
+                       // Objects attached to the local player should be hidden by default
+                       m_is_visible = !m_attached_to_local;
+               }
+
+               updateAttachments();
+       }
+       else if(cmd == GENERIC_CMD_PUNCHED) {
+               /*s16 damage =*/ readS16(is);
+               s16 result_hp = readS16(is);
+
+               // Use this instead of the send damage to not interfere with prediction
+               s16 damage = m_hp - result_hp;
+
+               m_hp = result_hp;
+
+               if (damage > 0)
                {
-                       if(result.damage < m_hp){
-                               m_hp -= result.damage;
-                       } else {
-                               m_hp = 0;
+                       if (m_hp <= 0)
+                       {
                                // TODO: Execute defined fast response
                                // As there is no definition, make a smoke puff
                                ClientSimpleObject *simple = createSmokePuff(
                                                m_smgr, m_env, m_position,
                                                m_prop.visual_size * BS);
                                m_env->addSimpleObject(simple);
+                       } else {
+                               // TODO: Execute defined fast response
+                               // Flashing shall suffice as there is no definition
+                               m_reset_textures_timer = 0.05;
+                               if(damage >= 2)
+                                       m_reset_textures_timer += 0.05 * damage;
+                               updateTextures("^[brighten");
                        }
-                       // TODO: Execute defined fast response
-                       // Flashing shall suffice as there is no definition
-                       m_reset_textures_timer = 0.05;
-                       if(result.damage >= 2)
-                               m_reset_textures_timer += 0.05 * result.damage;
-                       updateTextures("^[brighten");
                }
-               
-               return false;
        }
-       
-       std::string debugInfoText()
+       else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
+               m_armor_groups.clear();
+               int armor_groups_size = readU16(is);
+               for(int i=0; i<armor_groups_size; i++)
+               {
+                       std::string name = deSerializeString(is);
+                       int rating = readS16(is);
+                       m_armor_groups[name] = rating;
+               }
+       } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
+               readU8(is); // version
+               m_nametag_color = readARGB8(is);
+               if (m_textnode != NULL) {
+                       m_textnode->setTextColor(m_nametag_color);
+
+                       // Enforce hiding nametag,
+                       // because if freetype is enabled, a grey
+                       // shadow can remain.
+                       m_textnode->setVisible(m_nametag_color.getAlpha() > 0);
+               }
+       }
+}
+
+/* \pre punchitem != NULL
+ */
+bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
+               float time_from_last_punch)
+{
+       assert(punchitem);      // pre-condition
+       const ToolCapabilities *toolcap =
+                       &punchitem->getToolCapabilities(m_gamedef->idef());
+       PunchDamageResult result = getPunchDamage(
+                       m_armor_groups,
+                       toolcap,
+                       punchitem,
+                       time_from_last_punch);
+
+       if(result.did_punch && result.damage != 0)
        {
-               std::ostringstream os(std::ios::binary);
-               os<<"GenericCAO hp="<<m_hp<<"\n";
-               os<<"armor={";
-               for(ItemGroupList::const_iterator i = m_armor_groups.begin();
-                               i != m_armor_groups.end(); i++){
-                       os<<i->first<<"="<<i->second<<", ";
+               if(result.damage < m_hp)
+               {
+                       m_hp -= result.damage;
+               } else {
+                       m_hp = 0;
+                       // TODO: Execute defined fast response
+                       // As there is no definition, make a smoke puff
+                       ClientSimpleObject *simple = createSmokePuff(
+                                       m_smgr, m_env, m_position,
+                                       m_prop.visual_size * BS);
+                       m_env->addSimpleObject(simple);
                }
-               os<<"}";
-               return os.str();
+               // TODO: Execute defined fast response
+               // Flashing shall suffice as there is no definition
+               m_reset_textures_timer = 0.05;
+               if(result.damage >= 2)
+                       m_reset_textures_timer += 0.05 * result.damage;
+               updateTextures("^[brighten");
        }
-};
 
-// Prototype
-GenericCAO proto_GenericCAO(NULL, NULL);
+       return false;
+}
 
+std::string GenericCAO::debugInfoText()
+{
+       std::ostringstream os(std::ios::binary);
+       os<<"GenericCAO hp="<<m_hp<<"\n";
+       os<<"armor={";
+       for(ItemGroupList::const_iterator i = m_armor_groups.begin();
+                       i != m_armor_groups.end(); i++)
+       {
+               os<<i->first<<"="<<i->second<<", ";
+       }
+       os<<"}";
+       return os.str();
+}
 
+// Prototype
+GenericCAO proto_GenericCAO(NULL, NULL);