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Player eye height: Make this a settable player object property
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a07d2594e3
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@ -1260,6 +1260,7 @@ void GenericCAO::processMessage(const std::string &data)
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collision_box.MaxEdge *= BS;
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player->setCollisionbox(collision_box);
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player->setCanZoom(m_prop.can_zoom);
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player->setEyeHeight(m_prop.eye_height);
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}
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if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
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@ -809,6 +809,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t p
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m_prop.colors.clear();
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m_prop.colors.emplace_back(255, 255, 255, 255);
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m_prop.spritediv = v2s16(1,1);
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m_prop.eye_height = 1.625f;
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// end of default appearance
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m_prop.is_visible = true;
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m_prop.makes_footstep_sound = true;
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@ -834,7 +835,7 @@ void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &priv
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v3f PlayerSAO::getEyeOffset() const
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{
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return v3f(0, BS * 1.625f, 0);
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return v3f(0, BS * m_prop.eye_height, 0);
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}
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std::string PlayerSAO::getDescription()
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@ -718,7 +718,8 @@ v3s16 LocalPlayer::getLightPosition() const
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v3f LocalPlayer::getEyeOffset() const
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{
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float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
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float eye_height = camera_barely_in_ceiling ?
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m_eye_height - 0.125f : m_eye_height;
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return v3f(0, BS * eye_height, 0);
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}
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@ -138,6 +138,7 @@ public:
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v3f getPosition() const { return m_position; }
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v3f getEyePosition() const { return m_position + getEyeOffset(); }
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v3f getEyeOffset() const;
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void setEyeHeight(float eye_height) { m_eye_height = eye_height; }
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void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
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@ -181,6 +182,7 @@ private:
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aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
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BS * 1.75f, BS * 0.30f);
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bool m_can_zoom = true;
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float m_eye_height = 1.625f;
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GenericCAO *m_cao = nullptr;
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Client *m_client;
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@ -67,6 +67,7 @@ std::string ObjectProperties::dump()
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os << ", pointable=" << pointable;
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os << ", can_zoom=" << can_zoom;
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os << ", static_save=" << static_save;
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os << ", eye_height=" << eye_height;
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return os.str();
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}
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@ -99,7 +100,7 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeARGB8(os, color);
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}
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writeU8(os, collideWithObjects);
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writeF1000(os,stepheight);
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writeF1000(os, stepheight);
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writeU8(os, automatic_face_movement_dir);
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writeF1000(os, automatic_face_movement_dir_offset);
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writeU8(os, backface_culling);
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@ -111,6 +112,7 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeU8(os, can_zoom);
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writeS8(os, glow);
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writeU16(os, breath_max);
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writeF1000(os, eye_height);
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// Add stuff only at the bottom.
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// Never remove anything, because we don't want new versions of this
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@ -162,5 +164,6 @@ void ObjectProperties::deSerialize(std::istream &is)
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try {
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glow = readS8(is);
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breath_max = readU16(is);
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eye_height = readF1000(is);
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} catch (SerializationError &e) {}
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}
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@ -59,6 +59,7 @@ struct ObjectProperties
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//! For dropped items, this contains item information.
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std::string wield_item;
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bool static_save = true;
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float eye_height = 1.625f;
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ObjectProperties();
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std::string dump();
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@ -266,6 +266,7 @@ void read_object_properties(lua_State *L, int index,
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if (getfloatfield(L, -1, "stepheight", prop->stepheight))
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prop->stepheight *= BS;
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getboolfield(L, -1, "can_zoom", prop->can_zoom);
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getfloatfield(L, -1, "eye_height", prop->eye_height);
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getfloatfield(L, -1, "automatic_rotate", prop->automatic_rotate);
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lua_getfield(L, -1, "automatic_face_movement_dir");
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@ -359,7 +360,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
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lua_setfield(L, -2, "stepheight");
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lua_pushboolean(L, prop->can_zoom);
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lua_setfield(L, -2, "can_zoom");
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lua_pushnumber(L, prop->eye_height);
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lua_setfield(L, -2, "eye_height");
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lua_pushnumber(L, prop->automatic_rotate);
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lua_setfield(L, -2, "automatic_rotate");
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if (prop->automatic_face_movement_dir)
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