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Relatively snappy object-ground collision detection
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@ -651,8 +651,7 @@ end
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local TNT = {
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-- Static definition
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-- Maybe handle gravity and collision this way? dunno
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-- physical = true,
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physical = true, -- Collides with things
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-- weight = 5,
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual = "cube",
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@ -662,17 +661,14 @@ local TNT = {
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-- Initial value for our timer
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timer = 0,
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-- Number of punches required to defuse
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health = 3,
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-- List names of state variables, for serializing object state
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-- (NOTE: not implemented and implementation will not be like this)
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-- state_variables = {"timer"},
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health = 1,
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}
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-- Called when a TNT object is created
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function TNT:on_activate(staticdata)
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print("TNT:on_activate()")
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self.object:setvelocity({x=0, y=1, z=0})
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self.object:setacceleration({x=0, y=-5, z=0})
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self.object:setvelocity({x=0, y=2, z=0})
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self.object:setacceleration({x=0, y=-10, z=0})
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end
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-- Called periodically
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@ -709,6 +705,7 @@ minetest.register_entity("TNT", TNT)
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function register_falling_node(nodename, texture)
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minetest.register_entity("falling_"..nodename, {
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-- Static definition
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physical = true,
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual = "cube",
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textures = {texture,texture,texture,texture,texture,texture},
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@ -719,7 +716,7 @@ function register_falling_node(nodename, texture)
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self.object:setacceleration({x=0, y=-10, z=0})
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-- Turn to actual sand when collides to ground or just move
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pos = self.object:getpos()
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bcp = {x=pos.x, y=pos.y-0.5, z=pos.z} -- Position of bottom center point
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bcp = {x=pos.x, y=pos.y-0.6, z=pos.z} -- Position of bottom center point
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bcn = minetest.env:get_node(bcp)
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if bcn.name ~= "air" then
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-- Turn to a sand node
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@ -177,6 +177,7 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
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pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
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pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
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result.collides = true;
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}
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}
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@ -232,6 +233,8 @@ collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
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if(result.touching_ground)
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final_result.touching_ground = true;
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if(result.collides)
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final_result.collides = true;
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}
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while(dtime_downcount > 0.001);
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@ -28,9 +28,11 @@ class IGameDef;
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struct collisionMoveResult
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{
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bool touching_ground;
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bool collides;
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collisionMoveResult():
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touching_ground(false)
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touching_ground(false),
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collides(false)
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{}
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};
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@ -1457,11 +1457,34 @@ void LuaEntityCAO::updateNodePos()
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void LuaEntityCAO::step(float dtime, ClientEnvironment *env)
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{
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m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
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m_velocity += dtime * m_acceleration;
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pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
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pos_translator.translate(dtime);
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updateNodePos();
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if(m_prop->physical){
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core::aabbox3d<f32> box = m_prop->collisionbox;
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box.MinEdge *= BS;
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box.MaxEdge *= BS;
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collisionMoveResult moveresult;
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f32 pos_max_d = BS*0.25; // Distance per iteration
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v3f p_pos = m_position;
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v3f p_velocity = m_velocity;
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IGameDef *gamedef = env->getGameDef();
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moveresult = collisionMovePrecise(&env->getMap(), gamedef,
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pos_max_d, box, dtime, p_pos, p_velocity);
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// Apply results
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m_position = p_pos;
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m_velocity = p_velocity;
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bool is_end_position = moveresult.collides;
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pos_translator.update(m_position, is_end_position, dtime);
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pos_translator.translate(dtime);
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updateNodePos();
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m_velocity += dtime * m_acceleration;
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} else {
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m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
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m_velocity += dtime * m_acceleration;
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pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
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pos_translator.translate(dtime);
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updateNodePos();
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}
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}
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void LuaEntityCAO::processMessage(const std::string &data)
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@ -1487,10 +1510,12 @@ void LuaEntityCAO::processMessage(const std::string &data)
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// update_interval
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float update_interval = readF1000(is);
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if(do_interpolate)
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pos_translator.update(m_position, is_end_position, update_interval);
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else
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if(do_interpolate){
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if(!m_prop->physical)
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pos_translator.update(m_position, is_end_position, update_interval);
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} else {
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pos_translator.init(m_position);
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}
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updateNodePos();
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}
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}
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@ -92,7 +92,7 @@ struct SmoothTranslator
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if(anim_time > 0.001)
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moveratio = anim_time_counter / anim_time;
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// Move a bit less than should, to avoid oscillation
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moveratio = moveratio * 0.5;
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moveratio = moveratio * 0.8;
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float move_end = 1.5;
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if(aim_is_end)
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move_end = 1.0;
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@ -1555,6 +1555,7 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
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m_yaw(0),
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m_last_sent_yaw(0),
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m_last_sent_position(0,0,0),
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m_last_sent_velocity(0,0,0),
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m_last_sent_position_timer(0),
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m_last_sent_move_precision(0)
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{
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@ -1612,8 +1613,27 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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{
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m_last_sent_position_timer += dtime;
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m_base_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
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m_velocity += dtime * m_acceleration;
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if(m_prop->physical){
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core::aabbox3d<f32> box = m_prop->collisionbox;
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box.MinEdge *= BS;
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box.MaxEdge *= BS;
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collisionMoveResult moveresult;
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f32 pos_max_d = BS*0.25; // Distance per iteration
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v3f p_pos = getBasePosition();
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v3f p_velocity = m_velocity;
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IGameDef *gamedef = m_env->getGameDef();
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moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
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pos_max_d, box, dtime, p_pos, p_velocity);
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// Apply results
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setBasePosition(p_pos);
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m_velocity = p_velocity;
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m_velocity += dtime * m_acceleration;
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} else {
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m_base_position += dtime * m_velocity + 0.5 * dtime
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* dtime * m_acceleration;
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m_velocity += dtime * m_acceleration;
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}
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if(m_registered){
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lua_State *L = m_env->getLua();
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@ -1623,7 +1643,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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if(send_recommended == false)
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return;
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// TODO: force send when velocity/acceleration changes enough
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// TODO: force send when acceleration changes enough?
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float minchange = 0.2*BS;
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if(m_last_sent_position_timer > 1.0){
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minchange = 0.01*BS;
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@ -1632,7 +1652,9 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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}
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float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
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move_d += m_last_sent_move_precision;
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if(move_d > minchange || fabs(m_yaw - m_last_sent_yaw) > 1.0){
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float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
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if(move_d > minchange || vel_d > minchange ||
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fabs(m_yaw - m_last_sent_yaw) > 1.0){
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sendPosition(true, false);
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}
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}
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@ -1675,6 +1697,7 @@ std::string LuaEntitySAO::getStaticData()
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InventoryItem* LuaEntitySAO::createPickedUpItem()
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{
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// TODO: Ask item from scriptapi
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std::istringstream is("CraftItem testobject1 1", std::ios_base::binary);
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IGameDef *gamedef = m_env->getGameDef();
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InventoryItem *item = InventoryItem::deSerialize(is, gamedef);
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@ -1732,7 +1755,7 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
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m_last_sent_position_timer = 0;
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m_last_sent_yaw = m_yaw;
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m_last_sent_position = m_base_position;
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//m_last_sent_velocity = m_velocity;
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m_last_sent_velocity = m_velocity;
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//m_last_sent_acceleration = m_acceleration;
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float update_interval = m_env->getSendRecommendedInterval();
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@ -231,6 +231,7 @@ private:
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float m_yaw;
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float m_last_sent_yaw;
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v3f m_last_sent_position;
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v3f m_last_sent_velocity;
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float m_last_sent_position_timer;
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float m_last_sent_move_precision;
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};
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@ -362,14 +362,13 @@ public:
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~ClientEnvironment();
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Map & getMap()
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{
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return *m_map;
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}
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{ return *m_map; }
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ClientMap & getClientMap()
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{
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return *m_map;
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}
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{ return *m_map; }
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IGameDef *getGameDef()
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{ return m_gamedef; }
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void step(f32 dtime);
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@ -24,7 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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LuaEntityProperties::LuaEntityProperties():
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physical(true),
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physical(false),
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weight(5),
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collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
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visual("single_sprite")
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