m_prop.hp_max = PLAYER_MAX_HP;
m_prop.physical = false;
- m_prop.weight = PLAYER_DEFAULT_WEIGHT;
+ m_prop.weight = 75;
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";
// end of default appearance
m_prop.is_visible = true;
m_prop.makes_footstep_sound = true;
- m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT;
m_hp = PLAYER_MAX_HP;
}
bool PlayerSAO::getCollisionBox(aabb3f *toset) const
{
- //update collision box
- toset->MinEdge = m_prop.collisionbox.MinEdge * BS + v3f(0, BS, 0);
- toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS + v3f(0, BS, 0);
+ *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;