snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
}
+ virtual void wieldItem(u16 item);
+ virtual const InventoryItem *getWieldItem() const
+ {
+ const InventoryList *list = inventory.getList("main");
+ if (list)
+ return list->getItem(m_selected_item);
+ return NULL;
+ }
+
const char * getName()
{
return m_name;
bool in_water_stable;
bool is_climbing;
bool swimming_up;
+ bool is_frozen;
Inventory inventory;
// Actual inventory is backed up here when creative mode is used
protected:
char m_name[PLAYERNAME_SIZE];
+ u16 m_selected_item;
f32 m_pitch;
f32 m_yaw;
v3f m_speed;