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path: root/src/localplayer.h
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2018-11-28Move client-specific files to 'src/client' (#7902)Quentin Bazin
Update Android.mk Remove 'src/client' from include_directories
2018-11-22Client-side autojump. Remove Android-only stepheight autojump (#7228)Ben Deutsch
Works by detecting a collision while moving forward and then simulating a jump. If the simulated jump is more successful, an artificial jump key press is injected in the client. Includes setting and key change GUI element for enabling and disabling this feature.
2018-03-03Slippery: Simplify, make more efficient (#7086)SmallJoker
Use already existing collision results for the nearest colliding node Fix slippery effect in free_move mode
2017-12-04Zoom: Set zoom FOV per-player using a player object propertyparamat
Remove player object property 'can zoom'. Add player object property 'zoom fov'. Remove clientside setting for 'zoom fov'. Object property default is 15 degrees in creative mode, zoom disabled in survival mode. Needed due to zoom now loading and/or generating distant world according to zoom FOV. Update object properties serialisation version to 3.
2017-11-06Player eye height: Make this a settable player object propertyparamat
2017-09-28Localplayer: Fix disable_jump effect and getStandingNodePos()SmallJoker
Leave the old move code untouched.
2017-09-15Customizeable max breath for players (#6411)SmallJoker
* Customizeable maximal breath for players
2017-08-30Zoom: Move enabling zoom to a new player object propertyparamat
Default enabled for no change in default behaviour. Remove 'zoom' privilege.
2017-08-26Alternative code for slipping (#6256)Ben Deutsch
* Alternative code for slipping - does not depend on frame rate - controllable via environment variables for now * Adjust slipping speed for item entities too. * Final version of framerate-independent slippery code * Remove dead code and fix formatting * getStandingNodePos should only look 0.05 nodes downwards This ensures that, even if the player is standing on a partially filled node, this node is used as the standing node and not the node below it. Specific use: enables slippery slabs * Exchange global getStandingPosNode change for local inline change Reverts previous commit * Revert the item movement changes * Slippery nodes now slip over cliffs and edges Players no longer suddenly stop before falling off. Also refactored slippery code into getSlipFactor method. * Slipping over an edge gated by player's is_slipping state A new flag for just this case, to reduce costly node lookups in the normal case of leaning over a non-slippery edge. Public access for consistency and potential future uses. * Minor code tweaks / cosmetics * Add temp variable to improve readability and fix indentation issues
2017-08-18Modernize various files (src/k*, src/l*)Loic Blot
* range-based for loops * code style * C++ headers instead of C headers * Default operators
2017-08-17C++ modernize: Pragma once (#6264)Loïc Blot
* Migrate cpp headers to pragma once
2017-08-16Cleanup various headers to reduce compilation times (#6255)Loïc Blot
* Cleanup various headers to reduce compilation times
2017-08-15Lint fix on localplayer.hLoic Blot
2017-08-13Cleanup LocalPlayer::applyControlLoic Blot
* Use Environment interface instead of ClientEnvironemnt * Don't create slippery variable and then re-affect it * itemgroup_get return a int, properly test != 0 to be clearer
2017-08-13Add slippery group for nodes (players/items slide)Wuzzy
2017-07-21Player collisionbox: Make settableTeTpaAka
Breaks compatibility with old clients.
2017-07-15Sneak: Stripped down versionSmallJoker
Fix taking damage caused by sneaking over a nodebox gap. Fix strange behaviour on stair nodeboxes. Enable jumping from node edges while sneaking. Enable movement around corners while sneaking on a 1-node-high groove in a wall.
2017-06-17Cpp11 initializers 2 (#5999)Loïc Blot
* C++11 patchset 10: continue cleanup on constructors * Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop) * More classes cleanup * More classes cleanup + change NULL tests to boolean tests
2017-05-09Revert custom player collision box and step height commitsparamat
These caused inability to pass through 2 node high spaces or step up onto slabs or steps when a new client connected to an older server.
2017-05-06Make the player collisionbox settableTeTpaAka
2017-05-06Make players respect makes_footstep_sound in the object propertiesTeTpaAka
2017-05-03Sneak: Improve and fix various thingsSmallJoker
Remove useless `got_teleported`. Fix jitter when walking against the sneak limits. Fix damage evading on sneak ladders.
2017-04-23Pass clang-format on various cpp/header files (#5559)Loïc Blot
2017-04-17Sneak: Add option for old move codeparamat
Temporary option for the old move code for specific old sneak behaviour. Enabled by setting the added 'new move' physics override to false. By default 'new move' is true.
2017-04-11Sneak glitch: Detect ledge for 2-node climb-upparamat
Re-creates the old sneak-jump behaviour in new code. Enabled by the 'sneak glitch' physics override. When a ledge is detected the jump speed modifier is set to the larger of 'physics override jump' and 1.3 to allow a 2-node climb-up. An unexpected side-effect is the simple sneak ladder working smoothly.
2017-03-26Sneak: Replicate sneak ladder in new code, is optionalsfan5
Enabled using the existing 'sneak_glitch' physics override.
2017-03-16Sneak: Fix various problems with sneakingsfan5
Sneaking won't actually hover you in the air, releasing shift guarantees not falling down (same as in MC). Sneak-jump no longer goes higher than a normal jump (^ was required for this). Sneaking no longer avoids fall damage. You can sneak on partial nodes (slabs, sideways slabs) correctly. Sneaking doesn't "go out" as far anymore (0.29 instead of 0.4). Can't jump when sneaking out as far as possible (breaks the sneak ladder).
2017-02-12Footsteps: Fix offset footstep and shallow water sound bugsparamat
Fix footstep sounds coming from nodes to either side when walking on a 1 node wide row of nodebox slabs such as default:snow. Fix sand footsteps when swimming in 1 node deep water. Use a new function 'getFootstepNodePos()' instead of 'getStandingNodePos()' to avoid using a horizontally-offset 'sneak node' for sounds. Sound is selected from the node BS * 0.05 below the player's feet, so that 1/16th slabs will play the slab sound but 1/32nd slabs will not. If the player is not 'touching ground' the node detection position is changed to BS * 0.5 below to preserve footstep sounds when landing after a jump or fall.
2017-01-11Cleanup some header inclusions to improve compilation timesLoic Blot
2017-01-09Environment & IGameDef code refactoring (#4985)Ner'zhul
* Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
2016-11-30Optimize/adjust blocks/ActiveObjects sent at the server based on client ↵lhofhansl
settings. (#4811) Optimize/adjust blocks and active blocks sent at the server based on client settings.
2016-10-30PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
2016-10-09Environment cleanupLoic Blot
* Move client list to ServerEnvironment and use RemotePlayer members instead of Player * ClientEnvironment only use setLocalPlayer to specify the current player * Remove ClientEnvironment dead code on player list (in fact other players are CAO not Player objects) * Drop LocalPlayer::getPlayer(xxx) functions which aren't used. * Improve a little bit performance by using const ref list for ClientEnvironment::getPlayerNames() & Client::getConnectedPlayerNames() * Drop isLocal() function from (Local)Player which is not needed anymore because of previous changes This change permits to cleanup shared client list which is very old code. ClientEnvironment doesn't use player list anymore, it only contains the local player, as addPlayer is only called from Client constructor client side. Clients are only CAO on client side, this cleanup permit to remove confusion about player list.
2016-10-08Move RemotePlayer code to its own cpp/headerLoic Blot
2016-10-08RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) ↵Loic Blot
(patch 3 of X) * remove IGameDef from Player class, only LocalPlayer has it now * move many attributes/functions only used by LocalPlayer from Player to LocalPlayer * move many attributes/functions only used by RemotePlayer from Player to RemotePlayer * make some functions const * hudGetHotbarSelectedImage now returns const ref * RemotePlayer getHotbarSelectedImage now returns const ref * various code style fixes
2016-10-08Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X)Loic Blot
* LocalPlayer take ownership of maxHudId as it's the only caller * RemotePlayer take ownership of day night ratio as it's the only user * Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call) * getPlayerSAO is now only RemotePlayer call * get/setHotbarItemCount is now RemotePlayer owned * Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type * PlayerSAO now uses RemotePlayer instead of Player because it's only server side * ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
2016-02-14Player::accelerateHorizontal/Vertical should be member of LocalPlayerLoic Blot
2015-08-15Fix sneaking (fixes #665 and #3045)BlockMen
2015-05-28Add some missing getter functions to the lua APITeTpaAka
ObjectRef: get_properties get_armor_groups get_animation get_attach get_bone_position Players: get_physics_override hud_get_hotbar_itemcount hud_get_hotbar_image hud_get_hotbar_selected_image get_sky get_day_night_ratio get_local_animation get_eye_offset Global: minetest.get_gen_notify minetest.get_noiseparams
2015-03-07For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins
NDEBUG is defined), replace those usages with persistent alternatives
2015-03-04ABMHandler and player_collisions use sequential read/write. Switch from ↵Loic Blot
std::list to std::vector * Also remove dead code Map::unloadUnusedData which is dead since a long time
2014-11-08Implement WieldMeshSceneNode which improves wield mesh renderingKahrl
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
2014-10-01Simplify player modification checksShadowNinja
2014-05-18Add support for interlaced polarized 3d screenssapier
Add (experimental) support for topbottom as well as sidebyside 3d mode
2014-04-15Fix all warnings reported by clangSfan5
2014-04-12Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen
2014-04-12Add third person viewBlockMen
2013-09-05Use player:set_hotbar_image() instead of hardcoded hotbar.pngPilzAdam
2013-04-11Swing the camera down when the player lands on the ground, based on the ↵MirceaKitsune
velocity the surface is hit with.
2013-04-03Fix camera "jumping" when attached and the parent goes too fastZeg9