class Environment;
class GenericCAO;
class ClientActiveObject;
+class ClientEnvironment;
class IGameDef;
enum LocalPlayerAnimations
void old_move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
- void applyControl(float dtime);
+ void applyControl(float dtime, Environment *env);
v3s16 getStandingNodePos();
v3s16 getFootstepNodePos();
void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
private:
- void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
+ void accelerateHorizontal(const v3f &target_speed,
+ const f32 max_increase, bool slippery);
void accelerateVertical(const v3f &target_speed, const f32 max_increase);
bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);