return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
}
- v3f getEyePosition()
+ v3f getEyeOffset()
{
// This is at the height of the eyes of the current figure
- // return m_position + v3f(0, BS+BS/2, 0);
+ // return v3f(0, BS+BS/2, 0);
// This is more like in minecraft
- return m_position + v3f(0,BS+(5*BS)/8,0);
+ return v3f(0,BS+(5*BS)/8,0);
+ }
+
+ v3f getEyePosition()
+ {
+ return m_position + getEyeOffset();
}
virtual void setPosition(const v3f &position)
virtual bool isLocal() const = 0;
- virtual void updateLight(u8 light_at_pos) {};
+ virtual void updateLight(u8 light_at_pos)
+ {
+ light = light_at_pos;
+ }
// NOTE: Use peer_id == 0 for disconnected
/*virtual bool isClientConnected() { return false; }
bool in_water_stable;
bool is_climbing;
bool swimming_up;
- bool is_frozen;
+ u8 light;
+
Inventory inventory;
// Actual inventory is backed up here when creative mode is used
Inventory *inventory_backup;
virtual void updateLight(u8 light_at_pos)
{
+ Player::updateLight(light_at_pos);
+
if(m_node == NULL)
return;
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
-
- scene::IMesh *mesh = m_node->getMesh();
-
- u16 mc = mesh->getMeshBufferCount();
- for(u16 j=0; j<mc; j++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
- u16 vc = buf->getVertexCount();
- for(u16 i=0; i<vc; i++)
- {
- vertices[i].Color = color;
- }
- }
+ setMeshVerticesColor(m_node->getMesh(), color);
}
void move(f32 dtime, Map &map, f32 pos_max_d);