Make attached objects visible in 3rd person view
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3b65a6a36c
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40226e5274
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@ -727,6 +727,17 @@ scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
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return m_spritenode;
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return m_spritenode;
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}
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}
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void GenericCAO::setChildrenVisible(bool toset)
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{
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for (std::vector<u16>::iterator ci = m_children.begin();
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ci != m_children.end(); ci++) {
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GenericCAO *obj = m_env->getGenericCAO(*ci);
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if (obj) {
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obj->setVisible(toset);
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}
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}
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}
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void GenericCAO::setAttachments()
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void GenericCAO::setAttachments()
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{
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{
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updateAttachments();
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updateAttachments();
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@ -1489,16 +1500,7 @@ void GenericCAO::updateBonePosition()
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void GenericCAO::updateAttachments()
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void GenericCAO::updateAttachments()
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{
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{
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// localplayer itself can't be attached to localplayer
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if (getParent() == NULL) { // Detach or don't attach
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if (!m_is_local_player)
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{
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m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
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// Objects attached to the local player should always be hidden
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m_is_visible = !m_attached_to_local;
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}
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if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
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{
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scene::ISceneNode *node = getSceneNode();
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scene::ISceneNode *node = getSceneNode();
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if (node) {
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if (node) {
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v3f old_position = node->getAbsolutePosition();
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v3f old_position = node->getAbsolutePosition();
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@ -1667,14 +1669,26 @@ void GenericCAO::processMessage(const std::string &data)
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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updateBonePosition();
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updateBonePosition();
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}
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} else if (cmd == GENERIC_CMD_SET_ATTACHMENT) {
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else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
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u16 parentID = readS16(is);
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m_env->m_attachements[getId()] = readS16(is);
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m_env->m_attachements[getId()] = parentID;
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m_children.push_back(m_env->m_attachements[getId()]);
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GenericCAO *parentobj = m_env->getGenericCAO(parentID);
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if (parentobj) {
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parentobj->m_children.push_back(getId());
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}
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m_attachment_bone = deSerializeString(is);
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m_attachment_bone = deSerializeString(is);
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m_attachment_position = readV3F1000(is);
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m_attachment_position = readV3F1000(is);
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m_attachment_rotation = readV3F1000(is);
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m_attachment_rotation = readV3F1000(is);
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// localplayer itself can't be attached to localplayer
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if (!m_is_local_player) {
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m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
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// Objects attached to the local player should be hidden by default
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m_is_visible = !m_attached_to_local;
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}
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updateAttachments();
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updateAttachments();
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}
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}
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else if(cmd == GENERIC_CMD_PUNCHED) {
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else if(cmd == GENERIC_CMD_PUNCHED) {
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@ -162,6 +162,8 @@ public:
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m_is_visible = toset;
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m_is_visible = toset;
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}
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}
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void setChildrenVisible(bool toset);
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void setAttachments();
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void setAttachments();
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void removeFromScene(bool permanent);
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void removeFromScene(bool permanent);
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@ -2400,6 +2400,15 @@ void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
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m_simple_objects.push_back(simple);
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m_simple_objects.push_back(simple);
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}
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}
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GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
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{
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ClientActiveObject *obj = getActiveObject(id);
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if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
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return (GenericCAO*) obj;
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else
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return NULL;
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}
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ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
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ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
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{
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{
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std::map<u16, ClientActiveObject*>::iterator n;
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std::map<u16, ClientActiveObject*>::iterator n;
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@ -405,6 +405,8 @@ private:
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#ifndef SERVER
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#ifndef SERVER
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#include "clientobject.h"
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#include "clientobject.h"
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#include "content_cao.h"
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class ClientSimpleObject;
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class ClientSimpleObject;
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/*
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/*
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@ -467,6 +469,7 @@ public:
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ActiveObjects
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ActiveObjects
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*/
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*/
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GenericCAO* getGenericCAO(u16 id);
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ClientActiveObject* getActiveObject(u16 id);
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ClientActiveObject* getActiveObject(u16 id);
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/*
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/*
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@ -3298,6 +3298,7 @@ void Game::updateCamera(VolatileRunFlags *flags, u32 busy_time,
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camera->toggleCameraMode();
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camera->toggleCameraMode();
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playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
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playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
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playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
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}
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}
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float full_punch_interval = playeritem_toolcap.full_punch_interval;
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float full_punch_interval = playeritem_toolcap.full_punch_interval;
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