#include "nodedef.h"
#include "remoteplayer.h"
#include "server.h"
-#include "serverscripting.h"
+#include "scripting_server.h"
#include "genericobject.h"
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
// No prototype, PlayerSAO does not need to be deserialized
-PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer):
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
+ bool is_singleplayer):
UnitSAO(env_, v3f(0,0,0)),
- m_player(NULL),
+ m_player(player_),
m_peer_id(peer_id_),
m_inventory(NULL),
m_damage(0),
m_prop.hp_max = PLAYER_MAX_HP;
m_prop.physical = false;
m_prop.weight = 75;
- m_prop.collisionbox = aabb3f(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
+ m_prop.collisionbox = aabb3f(-0.3f, -1.0f, -0.3f, 0.3f, 0.75f, 0.3f);
// start of default appearance, this should be overwritten by LUA
m_prop.visual = "upright_sprite";
m_prop.visual_size = v2f(1, 2);
delete m_inventory;
}
-void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs)
+void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
{
assert(player);
m_player = player;
bool PlayerSAO::getCollisionBox(aabb3f *toset) const
{
- *toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
+ *toset = aabb3f(-0.3f * BS, 0.0f, -0.3f * BS, 0.3f * BS, 1.75f * BS, 0.3f * BS);
+
toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position;
return true;