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UnitSAO: Prevent circular attachments
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@ -6314,6 +6314,8 @@ object you are working with still exists.
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Default `{x=0, y=0, z=0}`
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Default `{x=0, y=0, z=0}`
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* `forced_visible`: Boolean to control whether the attached entity
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* `forced_visible`: Boolean to control whether the attached entity
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should appear in first person. Default `false`.
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should appear in first person. Default `false`.
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* This command may fail silently (do nothing) when it would result
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in circular attachments.
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* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
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* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
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or nil if it isn't attached.
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or nil if it isn't attached.
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* `get_children()`: returns a list of ObjectRefs that are attached to the
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* `get_children()`: returns a list of ObjectRefs that are attached to the
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@ -124,6 +124,19 @@ void UnitSAO::sendOutdatedData()
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void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position,
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void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position,
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v3f rotation, bool force_visible)
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v3f rotation, bool force_visible)
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{
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{
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auto *obj = parent_id ? m_env->getActiveObject(parent_id) : nullptr;
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if (obj) {
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// Do checks to avoid circular references
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// The chain of wanted parent must not refer or contain "this"
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for (obj = obj->getParent(); obj; obj = obj->getParent()) {
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if (obj == this) {
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warningstream << "Mod bug: Attempted to attach object " << m_id << " to parent "
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<< parent_id << " but former is an (in)direct parent of latter." << std::endl;
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return;
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}
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}
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}
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// Attachments need to be handled on both the server and client.
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent.
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// If we just attach on the server, we can only copy the position of the parent.
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// Attachments are still sent to clients at an interval so players might see them
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// Attachments are still sent to clients at an interval so players might see them
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