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-rw-r--r--source/Entity.cpp160
-rw-r--r--source/Entity.h6
-rw-r--r--source/Mobs/Monster.cpp126
-rw-r--r--source/Mobs/Monster.h6
-rw-r--r--source/Pickup.cpp178
-rw-r--r--source/Pickup.h3
-rw-r--r--source/Player.h2
7 files changed, 207 insertions, 274 deletions
diff --git a/source/Entity.cpp b/source/Entity.cpp
index 59d07e33f..61d0da026 100644
--- a/source/Entity.cpp
+++ b/source/Entity.cpp
@@ -9,6 +9,9 @@
#include "Matrix4f.h"
#include "ReferenceManager.h"
#include "ClientHandle.h"
+#include "Tracer.h"
+#include "Chunk.h"
+#include "Simulator/FluidSimulator.h"
@@ -33,6 +36,8 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z)
, m_bDirtyOrientation(true)
, m_bDirtyPosition(true)
, m_bDirtySpeed(true)
+ , m_bOnGround( false )
+ , m_Gravity( -9.81f )
, m_IsInitialized(false)
, m_LastPosX( 0.0 )
, m_LastPosY( 0.0 )
@@ -44,6 +49,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z)
, m_World(NULL)
, m_FireDamageInterval(0.f)
, m_BurnPeriod(0.f)
+ , m_WaterSpeed( 0.0 , 0.0 , 0.0 )
{
cCSLock Lock(m_CSCount);
m_EntityCount++;
@@ -201,6 +207,160 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
+void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
+{
+ //TODO Add collision detection with entities.
+ a_Dt /= 1000;
+ Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
+ Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
+ int BlockX = (int) floor(NextPos.x);
+ int BlockY = (int) floor(NextPos.y);
+ int BlockZ = (int) floor(NextPos.z);
+ //Make sure we got the correct chunk and a valid one. No one ever knows...
+ cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
+ if (NextChunk != NULL)
+ {
+ int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
+ int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
+ BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
+ if( BlockIn == E_BLOCK_AIR || IsBlockWater(BlockIn) || BlockIn == E_BLOCK_FIRE || IsBlockLava(BlockIn) ) // If not in ground itself or in water or in fire or in lava
+ {
+ if( m_bOnGround ) // check if it's still on the ground
+ {
+ BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
+ if(BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow) || BlockBelow == E_BLOCK_FIRE || IsBlockLava(BlockBelow)) //Check if block below is air or water.
+ {
+ m_bOnGround = false;
+ }
+ }
+ }
+ else
+ {
+ //Push out entity.
+ m_bOnGround = true;
+ NextPos.y += 0.2;
+ LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
+ m_UniqueID, GetClass(), BlockX, BlockY, BlockZ);
+ }
+
+ if (!m_bOnGround)
+ {
+ float fallspeed;
+ if (!IsBlockWater(BlockIn))
+ {
+ fallspeed = m_Gravity * a_Dt;
+ }
+ else
+ {
+ fallspeed = -3.0f * a_Dt; //Fall slower in water.
+ }
+ NextSpeed.y += fallspeed;
+ }
+ else
+ {
+ //Friction
+ if (NextSpeed.SqrLength() > 0.0004f)
+ {
+ NextSpeed.x *= 0.7f/(1+a_Dt);
+ if ( fabs(NextSpeed.x) < 0.05 ) NextSpeed.x = 0;
+ NextSpeed.z *= 0.7f/(1+a_Dt);
+ if ( fabs(NextSpeed.z) < 0.05 ) NextSpeed.z = 0;
+ }
+ }
+
+ //Get water direction
+ Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
+
+ m_WaterSpeed *= 0.9f; //Reduce speed each tick
+
+ switch(WaterDir)
+ {
+ case X_PLUS:
+ m_WaterSpeed.x = 1.f;
+ m_bOnGround = false;
+ break;
+ case X_MINUS:
+ m_WaterSpeed.x = -1.f;
+ m_bOnGround = false;
+ break;
+ case Z_PLUS:
+ m_WaterSpeed.z = 1.f;
+ m_bOnGround = false;
+ break;
+ case Z_MINUS:
+ m_WaterSpeed.z = -1.f;
+ m_bOnGround = false;
+ break;
+
+ default:
+ break;
+ }
+
+ if (fabs(m_WaterSpeed.x) < 0.05)
+ {
+ m_WaterSpeed.x = 0;
+ }
+
+ if (fabs(m_WaterSpeed.z) < 0.05)
+ {
+ m_WaterSpeed.z = 0;
+ }
+
+ NextSpeed += m_WaterSpeed;
+
+ if( NextSpeed.SqrLength() > 0.f )
+ {
+ cTracer Tracer( GetWorld() );
+ int Ret = Tracer.Trace( NextPos, NextSpeed, 2 );
+ if( Ret ) // Oh noez! we hit something
+ {
+ // Set to hit position
+ if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() )
+ {
+ if( Ret == 1 )
+ {
+
+ if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f;
+ if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f;
+ if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f;
+
+ if( Tracer.HitNormal.y > 0 ) // means on ground
+ {
+ m_bOnGround = true;
+ }
+ }
+ NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
+ NextPos.x += Tracer.HitNormal.x * 0.5f;
+ NextPos.z += Tracer.HitNormal.z * 0.5f;
+ }
+ else
+ NextPos += (NextSpeed * a_Dt);
+ }
+ else
+ { // We didn't hit anything, so move =]
+ NextPos += (NextSpeed * a_Dt);
+ }
+ }
+ BlockX = (int) floor(NextPos.x);
+ BlockZ = (int) floor(NextPos.z);
+ NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ);
+ //See if we can commit our changes. If not, we will discard them.
+ if (NextChunk != NULL)
+ {
+ if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
+ if (NextPos.y != GetPosY()) SetPosY(NextPos.y);
+ if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z);
+ if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x);
+ if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y);
+ if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z);
+ }
+ }
+}
+
+
+
+
+
void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
{
//We need to keep updating the clients when there is movement or if there was a change in speed and after 2 ticks
diff --git a/source/Entity.h b/source/Entity.h
index 5871ce89c..3009bc611 100644
--- a/source/Entity.h
+++ b/source/Entity.h
@@ -159,7 +159,7 @@ public:
// tolua_end
virtual void Tick(float a_Dt, cChunk & a_Chunk);
- virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) {}
+ virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk);
/** Descendants override this function to send a command to the specified client to spawn the entity on the client.
To spawn on all eligible clients, use cChunkMap::BroadcastSpawnEntity()
@@ -220,6 +220,9 @@ protected:
bool m_bDirtyPosition;
bool m_bDirtySpeed;
+ bool m_bOnGround;
+ float m_Gravity;
+
// Last Position.
double m_LastPosX, m_LastPosY, m_LastPosZ;
@@ -248,6 +251,7 @@ private:
Vector3d m_Speed;
Vector3d m_Rot;
Vector3d m_Pos;
+ Vector3d m_WaterSpeed;
} ; // tolua_export
typedef std::list<cEntity *> cEntityList;
diff --git a/source/Mobs/Monster.cpp b/source/Mobs/Monster.cpp
index 8781858a6..232143579 100644
--- a/source/Mobs/Monster.cpp
+++ b/source/Mobs/Monster.cpp
@@ -14,8 +14,8 @@
#include "../Vector3f.h"
#include "../Vector3i.h"
#include "../Vector3d.h"
-
#include "../Tracer.h"
+
// #include "../../iniFile/iniFile.h"
@@ -27,8 +27,6 @@ cMonster::cMonster(const AString & a_ConfigName, char a_ProtocolMobType, const A
, m_Target(NULL)
, m_bMovingToDestination(false)
, m_DestinationTime( 0 )
- , m_Gravity( -9.81f)
- , m_bOnGround( false )
, m_DestroyTimer( 0 )
, m_Jump(0)
, m_MobType(a_ProtocolMobType)
@@ -102,6 +100,9 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
return;
}
+ HandlePhysics(a_Dt,a_Chunk);
+ BroadcastMovementUpdate();
+
a_Dt /= 1000;
if (m_bMovingToDestination)
@@ -143,9 +144,6 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
}
}
- HandlePhysics(a_Dt);
- BroadcastMovementUpdate();
-
Vector3d Distance = m_Destination - GetPosition();
if (Distance.SqrLength() > 0.1f)
{
@@ -154,7 +152,7 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch );
SetHeadYaw (Rotation);
SetRotation( Rotation );
- SetPitch( Pitch );
+ SetPitch( -Pitch );
}
switch (m_EMState)
@@ -184,120 +182,6 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
-//Not used. Will remove later when we implement the AI.
-void cMonster::ReplicateMovement()
-{
- if (m_bDirtyOrientation && !m_bDirtyPosition)
- {
- m_World->BroadcastEntLook(*this);
- m_bDirtyOrientation = false;
- }
-
- if (m_bDirtyPosition)
- {
- float DiffX = (float)(GetPosX() - m_LastPosX);
- float DiffY = (float)(GetPosY() - m_LastPosY);
- float DiffZ = (float)(GetPosZ() - m_LastPosZ);
- float SqrDist = DiffX * DiffX + DiffY * DiffY + DiffZ * DiffZ;
- if (
- (SqrDist > 4 * 4) // 4 blocks is max Relative Move
- || (m_World->GetWorldAge() - m_TimeLastTeleportPacket > 40) // Send an absolute position every 2 seconds
- )
- {
- // LOGD("Teleported %f", sqrtf(SqrDist) );
- m_World->BroadcastTeleportEntity(*this);
- m_TimeLastTeleportPacket = m_World->GetWorldAge();
- }
- else
- {
- // Relative move sucks balls! It's always wrong wtf!
- if (m_bDirtyOrientation)
- {
- m_World->BroadcastEntRelMoveLook(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
- m_bDirtyOrientation = false;
- }
- else
- {
- m_World->BroadcastEntRelMove(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
- }
- }
- m_LastPosX = GetPosX();
- m_LastPosY = GetPosY();
- m_LastPosZ = GetPosZ();
- m_bDirtyPosition = false;
- }
-}
-
-
-
-
-
-void cMonster::HandlePhysics(float a_Dt)
-{
- if( m_bOnGround ) // check if it's still on the ground
- {
- cWorld* World = GetWorld();
- if( World->GetBlock( (int)GetPosX(), (int)GetPosY() -1, (int)GetPosZ() ) == E_BLOCK_AIR )
- {
- m_bOnGround = false;
- }
- if( World->GetBlock( (int)GetPosX(), (int)GetPosY(), (int)GetPosZ() ) != E_BLOCK_AIR ) // If in ground itself, push it out
- {
- m_bOnGround = true;
- SetPosY(GetPosY() + 0.2);
- m_bDirtyPosition = true;
- }
- SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt));
- if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0);
- SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt));
- if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0);
- }
-
- if( !m_bOnGround )
- {
- float Gravity = -9.81f*a_Dt;
- SetSpeedY(GetSpeedY() + Gravity);
- }
-
- if( GetSpeed().SqrLength() > 0.f )
- {
- cTracer Tracer( GetWorld() );
- int Ret = Tracer.Trace( GetPosition(), GetSpeed(), 2 );
- if( Ret ) // Oh noez! we hit something
- {
- // Set to hit position
- if( (Tracer.RealHit - GetPosition()).SqrLength() <= ( GetSpeed() * a_Dt ).SqrLength() )
- {
- if( Ret == 1 )
- {
-
- if( Tracer.HitNormal.x != 0.f ) SetSpeedX(0.f);
- if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f);
- if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(0.f);
-
- if( Tracer.HitNormal.y > 0 ) // means on ground
- {
- m_bOnGround = true;
- }
- }
- SetPosition(Tracer.RealHit);
- SetPosX(GetPosX() + (Tracer.HitNormal.x * 0.5f));
- SetPosZ(GetPosZ() + (Tracer.HitNormal.z * 0.5f));
- }
- else
- SetPosition(GetPosition() + (GetSpeed()*a_Dt));
- }
- else
- { // We didn't hit anything, so move =]
- SetPosition(GetPosition() + (GetSpeed()*a_Dt));
- }
-
- m_bDirtyPosition = true;
- }
-}
-
-
-
void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
diff --git a/source/Mobs/Monster.h b/source/Mobs/Monster.h
index c7abeb243..ec27df38a 100644
--- a/source/Mobs/Monster.h
+++ b/source/Mobs/Monster.h
@@ -38,9 +38,6 @@ public:
virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
-
- virtual void HandlePhysics(float a_Dt);
- virtual void ReplicateMovement(void);
virtual void DoTakeDamage(TakeDamageInfo & a_TDI) override;
@@ -91,9 +88,6 @@ protected:
float m_DestinationTime;
- float m_Gravity;
- bool m_bOnGround;
-
float m_DestroyTimer;
float m_Jump;
diff --git a/source/Pickup.cpp b/source/Pickup.cpp
index 7cee53cb7..438216266 100644
--- a/source/Pickup.cpp
+++ b/source/Pickup.cpp
@@ -16,6 +16,7 @@
#include "Item.h"
#include "Root.h"
#include "Tracer.h"
+#include "Chunk.h"
#include "Vector3d.h"
#include "Vector3f.h"
@@ -27,13 +28,12 @@
cPickup::cPickup(int a_MicroPosX, int a_MicroPosY, int a_MicroPosZ, const cItem & a_Item, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
: cEntity(etPickup, ((double)(a_MicroPosX)) / 32, ((double)(a_MicroPosY)) / 32, ((double)(a_MicroPosZ)) / 32)
, m_Health(5)
- , m_bOnGround( false )
- , m_bReplicated( false )
, m_Timer( 0.f )
, m_Item(a_Item)
, m_bCollected( false )
{
SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
+ m_Gravity = -3.0;
}
@@ -62,10 +62,40 @@ void cPickup::SpawnOn(cClientHandle & a_Client)
void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
-
+ BroadcastMovementUpdate(); //Notify clients of position
+
m_Timer += a_Dt;
- a_Dt = a_Dt / 1000.f;
- if (m_bCollected)
+
+ if (!m_bCollected)
+ {
+ int BlockX = (int) floor(GetPosX());
+ int BlockY = (int) floor(GetPosY());
+ int BlockZ = (int) floor(GetPosZ());
+ //Position might have changed due to physics. So we have to make sure we have the correct chunk.
+ cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
+ if (CurrentChunk != NULL) //Making sure the chunk is loaded
+ {
+ int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
+ int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
+
+ BLOCKTYPE BlockBelow = CurrentChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
+ BLOCKTYPE BlockIn = CurrentChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
+
+ if( IsBlockLava(BlockBelow) || BlockBelow == E_BLOCK_FIRE
+ || IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE )
+ {
+ m_bCollected = true;
+ m_Timer = 0; //We have to reset the timer.
+ m_Timer += a_Dt; //In case we have to destroy the pickup in the same tick.
+ if (m_Timer > 500.f)
+ {
+ Destroy();
+ return;
+ }
+ }
+ }
+ }
+ else
{
if (m_Timer > 500.f) // 0.5 second
{
@@ -85,144 +115,6 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
Destroy();
return;
}
-
- if (!m_bReplicated || m_bDirtyPosition)
- {
- m_bReplicated = true;
- m_bDirtyPosition = false;
- GetWorld()->BroadcastTeleportEntity(*this);
- }
-}
-
-
-
-
-
-void cPickup::HandlePhysics(float a_Dt, cChunk & a_Chunk)
-{
- // TODO: Rewrite this function to use a_Chunk instead of m_World
-
- m_ResultingSpeed.Set(0.f, 0.f, 0.f);
- cWorld * World = GetWorld();
-
- a_Dt /= 1000; // Go from msec to sec, so that physics formulas work
-
- if (m_bOnGround) // check if it's still on the ground
- {
- int BlockX = (GetPosX() < 0) ? (int)GetPosX() - 1 : (int)GetPosX();
- int BlockZ = (GetPosZ() < 0) ? (int)GetPosZ() - 1 : (int)GetPosZ();
- char BlockBelow = World->GetBlock(BlockX, (int)GetPosY() - 1, BlockZ);
- if (BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
- {
- m_bOnGround = false;
- }
- char Block = World->GetBlock(BlockX, (int)GetPosY() - (int)m_bOnGround, BlockZ );
- char BlockIn = World->GetBlock(BlockX, (int)GetPosY(), BlockZ );
-
- if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
- || IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
- {
- m_bCollected = true;
- m_Timer = 0;
- return;
- }
-
- if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
- {
- m_bOnGround = true;
- AddPosY(0.2);
- m_bReplicated = false;
- }
- SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt));
- if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0);
- SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt));
- if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0);
- }
-
- // get flowing direction
- Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) GetSpeedX() - 1, (int) GetSpeedY(), (int) GetSpeedZ() - 1);
-
- m_WaterSpeed *= 0.9f; //Keep old speed but lower it
-
- switch(WaterDir)
- {
- case X_PLUS:
- m_WaterSpeed.x = 1.f;
- m_bOnGround = false;
- break;
- case X_MINUS:
- m_WaterSpeed.x = -1.f;
- m_bOnGround = false;
- break;
- case Z_PLUS:
- m_WaterSpeed.z = 1.f;
- m_bOnGround = false;
- break;
- case Z_MINUS:
- m_WaterSpeed.z = -1.f;
- m_bOnGround = false;
- break;
-
- default:
- break;
- }
-
- m_ResultingSpeed += m_WaterSpeed;
-
- if (!m_bOnGround)
- {
-
- float Gravity = -9.81f * a_Dt;
- if (Gravity < -3) // Cap gravity-caused speed at 3 m / sec
- {
- Gravity = -3;
- }
- AddSpeedY(Gravity);
-
- // Set to hit position
- m_ResultingSpeed += GetSpeed();
-
- /*
- LOGD("Pickup #%d speed: {%.03f, %.03f, %.03f}, pos {%.02f, %.02f, %.02f}",
- m_UniqueID,
- m_ResultingSpeed.x, m_ResultingSpeed.y, m_ResultingSpeed.z,
- m_Pos.x, m_Pos.y, m_Pos.z
- );
- */
-
- cTracer Tracer(GetWorld());
- int Ret = Tracer.Trace(GetPosition(), GetSpeed(), 2);
- if (Ret) // Oh noez! we hit something
- {
- if ((Tracer.RealHit - Vector3f(GetPosition())).SqrLength() <= ( m_ResultingSpeed * a_Dt ).SqrLength())
- {
- m_bReplicated = false; // It's only interesting to replicate when we actually hit something...
- if (Ret == 1)
- {
-
- if( Tracer.HitNormal.x != 0.f ) SetSpeedX(0.f);
- if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f);
- if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(0.f);
-
- if (Tracer.HitNormal.y > 0) // means on ground
- {
- m_bOnGround = true;
- }
- }
- SetPosition(Tracer.RealHit);
- AddPosition(Tracer.HitNormal * 0.2f);
-
- }
- else
- AddPosition(m_ResultingSpeed*a_Dt);
- }
- else
- { // We didn't hit anything, so move =]
- AddPosition(m_ResultingSpeed*a_Dt);
- }
- }
- // Usable for debugging
- //SetPosition(m_Pos.x, m_Pos.y, m_Pos.z);
}
diff --git a/source/Pickup.h b/source/Pickup.h
index b6a8130da..74dceae4b 100644
--- a/source/Pickup.h
+++ b/source/Pickup.h
@@ -36,7 +36,6 @@ public:
virtual bool CollectedBy(cPlayer * a_Dest); // tolua_export
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
- virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
short GetHealth(void) const { return m_Health; }
@@ -49,8 +48,6 @@ private:
Vector3d m_ResultingSpeed; //Can be used to modify the resulting speed for the current tick ;)
Vector3d m_WaterSpeed;
- bool m_bOnGround;
- bool m_bReplicated;
float m_Timer;
diff --git a/source/Player.h b/source/Player.h
index d64cc7581..866798159 100644
--- a/source/Player.h
+++ b/source/Player.h
@@ -41,6 +41,8 @@ public:
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
+ virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override { };
+
/// Returns the curently equipped weapon; empty item if none
virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); }