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Fix C++03 compiling due to C++11 initialization issues in backport
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14d20f5827
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@ -60,6 +60,8 @@ struct JoystickButtonCmb : public JoystickCombination {
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this->key = key;
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}
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virtual ~JoystickButtonCmb() {}
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virtual bool isTriggered(const irr::SEvent::SJoystickEvent &ev) const;
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u32 filter_mask;
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@ -34,7 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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LocalPlayer::LocalPlayer(Client *client, const char *name):
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Player(name, client->idef()),
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parent(0),
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parent(NULL),
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hp(PLAYER_MAX_HP),
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isAttached(false),
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touching_ground(false),
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@ -53,8 +53,8 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
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overridePosition(v3f(0,0,0)),
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last_position(v3f(0,0,0)),
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last_speed(v3f(0,0,0)),
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last_pitch(0),
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last_yaw(0),
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last_pitch(0.0f),
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last_yaw(0.0f),
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last_keyPressed(0),
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last_camera_fov(0),
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last_wanted_range(0),
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@ -67,6 +67,12 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
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hurt_tilt_timer(0.0f),
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hurt_tilt_strength(0.0f),
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m_position(0,0,0),
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m_sneak_node(32767, 32767, 32767),
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m_sneak_node_bb_top(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f),
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m_sneak_node_exists(false),
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m_sneak_ladder_detected(false),
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m_sneak_node_bb_ymax(0.0f),
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m_need_to_get_new_sneak_node(true),
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m_old_node_below(32767,32767,32767),
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m_old_node_below_type("air"),
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m_can_jump(false),
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@ -45,29 +45,29 @@ public:
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LocalPlayer(Client *client, const char *name);
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virtual ~LocalPlayer();
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ClientActiveObject *parent = nullptr;
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ClientActiveObject *parent;
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// Initialize hp to 0, so that no hearts will be shown if server
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// doesn't support health points
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u16 hp = 0;
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bool isAttached = false;
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bool touching_ground = false;
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u16 hp;
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bool isAttached;
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bool touching_ground;
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// This oscillates so that the player jumps a bit above the surface
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bool in_liquid = false;
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bool in_liquid;
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// This is more stable and defines the maximum speed of the player
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bool in_liquid_stable = false;
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bool in_liquid_stable;
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// Gets the viscosity of water to calculate friction
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u8 liquid_viscosity = 0;
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bool is_climbing = false;
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bool swimming_vertical = false;
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u8 liquid_viscosity;
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bool is_climbing;
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bool swimming_vertical;
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float physics_override_speed = 1.0f;
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float physics_override_jump = 1.0f;
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float physics_override_gravity = 1.0f;
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bool physics_override_sneak = true;
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bool physics_override_sneak_glitch = false;
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float physics_override_speed;
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float physics_override_jump;
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float physics_override_gravity;
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bool physics_override_sneak;
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bool physics_override_sneak_glitch;
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// Temporary option for old move code
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bool physics_override_new_move = true;
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bool physics_override_new_move;
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v3f overridePosition;
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@ -86,26 +86,26 @@ public:
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// Used to check if anything changed and prevent sending packets if not
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v3f last_position;
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v3f last_speed;
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float last_pitch = 0.0f;
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float last_yaw = 0.0f;
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unsigned int last_keyPressed = 0;
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u8 last_camera_fov = 0;
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u8 last_wanted_range = 0;
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float last_pitch;
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float last_yaw;
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unsigned int last_keyPressed;
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u8 last_camera_fov;
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u8 last_wanted_range;
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float camera_impact = 0.0f;
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float camera_impact;
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bool makes_footstep_sound = true;
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bool makes_footstep_sound;
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int last_animation = NO_ANIM;
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int last_animation;
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float last_animation_speed;
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std::string hotbar_image = "";
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std::string hotbar_selected_image = "";
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std::string hotbar_image;
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std::string hotbar_selected_image;
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video::SColor light_color = video::SColor(255, 255, 255, 255);
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video::SColor light_color;
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float hurt_tilt_timer = 0.0f;
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float hurt_tilt_strength = 0.0f;
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float hurt_tilt_timer;
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float hurt_tilt_strength;
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GenericCAO *getCAO() const { return m_cao; }
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@ -148,35 +148,34 @@ private:
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v3f m_position;
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v3s16 m_standing_node;
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v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
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v3s16 m_sneak_node;
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// Stores the top bounding box of m_sneak_node
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aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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aabb3f m_sneak_node_bb_top;
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// Whether the player is allowed to sneak
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bool m_sneak_node_exists = false;
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bool m_sneak_node_exists;
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// Whether a "sneak ladder" structure is detected at the players pos
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// see detectSneakLadder() in the .cpp for more info (always false if disabled)
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bool m_sneak_ladder_detected = false;
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bool m_sneak_ladder_detected;
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// ***** Variables for temporary option of the old move code *****
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// Stores the max player uplift by m_sneak_node
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f32 m_sneak_node_bb_ymax = 0.0f;
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f32 m_sneak_node_bb_ymax;
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// Whether recalculation of m_sneak_node and its top bbox is needed
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bool m_need_to_get_new_sneak_node = true;
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bool m_need_to_get_new_sneak_node;
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// Node below player, used to determine whether it has been removed,
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// and its old type
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v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
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std::string m_old_node_below_type = "air";
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v3s16 m_old_node_below;
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std::string m_old_node_below_type;
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// ***** End of variables for temporary option *****
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bool m_can_jump = false;
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u16 m_breath = PLAYER_MAX_BREATH;
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f32 m_yaw = 0.0f;
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f32 m_pitch = 0.0f;
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bool camera_barely_in_ceiling = false;
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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_jump;
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u16 m_breath;
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f32 m_yaw;
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f32 m_pitch;
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bool camera_barely_in_ceiling;
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aabb3f m_collisionbox;
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GenericCAO *m_cao = nullptr;
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GenericCAO *m_cao;
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Client *m_client;
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};
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