~LuaEntitySAO();
u8 getType() const
{return ACTIVEOBJECT_TYPE_LUAENTITY;}
- virtual void addedToEnvironment(u16 id);
+ virtual void addedToEnvironment();
static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
const std::string &data);
void step(float dtime, bool send_recommended);
void setPos(v3f pos);
void moveTo(v3f pos, bool continuous);
float getMinimumSavedMovement();
+ /* LuaEntitySAO-specific */
+ void setVelocity(v3f velocity);
+ void setAcceleration(v3f acceleration);
+ v3f getAcceleration();
+ void setTextureMod(const std::string &mod);
+ void setSprite(v2s16 p, int num_frames, float framelength,
+ bool select_horiz_by_yawpitch);
private:
void sendPosition(bool do_interpolate, bool is_movement_end);
bool m_registered;
struct LuaEntityProperties *m_prop;
+ v3f m_velocity;
+ v3f m_acceleration;
float m_yaw;
float m_last_sent_yaw;
v3f m_last_sent_position;
+ v3f m_last_sent_velocity;
float m_last_sent_position_timer;
float m_last_sent_move_precision;
};