Split declaration of GenericCAO from implementation
authorsapier <Sapier at GMX dot net>
Sat, 3 May 2014 09:14:22 +0000 (11:14 +0200)
committersapier <Sapier at GMX dot net>
Sat, 17 May 2014 21:19:31 +0000 (23:19 +0200)
src/content_cao.cpp
src/content_cao.h

index fdb700795669c044477277174c65f3471cf184b2..30384a3134855a79576b14c21ed162953a56c9c1 100644 (file)
@@ -53,86 +53,71 @@ struct ToolCapabilities;
 
 std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
 
-/*
-       SmoothTranslator
-*/
+SmoothTranslator::SmoothTranslator():
+       vect_old(0,0,0),
+       vect_show(0,0,0),
+       vect_aim(0,0,0),
+       anim_counter(0),
+       anim_time(0),
+       anim_time_counter(0),
+       aim_is_end(true)
+{}
+
+void SmoothTranslator::init(v3f vect)
+{
+       vect_old = vect;
+       vect_show = vect;
+       vect_aim = vect;
+       anim_counter = 0;
+       anim_time = 0;
+       anim_time_counter = 0;
+       aim_is_end = true;
+}
 
-struct SmoothTranslator
+void SmoothTranslator::sharpen()
 {
-       v3f vect_old;
-       v3f vect_show;
-       v3f vect_aim;
-       f32 anim_counter;
-       f32 anim_time;
-       f32 anim_time_counter;
-       bool aim_is_end;
-
-       SmoothTranslator():
-               vect_old(0,0,0),
-               vect_show(0,0,0),
-               vect_aim(0,0,0),
-               anim_counter(0),
-               anim_time(0),
-               anim_time_counter(0),
-               aim_is_end(true)
-       {}
-
-       void init(v3f vect)
-       {
-               vect_old = vect;
-               vect_show = vect;
-               vect_aim = vect;
-               anim_counter = 0;
-               anim_time = 0;
-               anim_time_counter = 0;
-               aim_is_end = true;
-       }
+       init(vect_show);
+}
 
-       void sharpen()
-       {
-               init(vect_show);
+void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
+{
+       aim_is_end = is_end_position;
+       vect_old = vect_show;
+       vect_aim = vect_new;
+       if(update_interval > 0){
+               anim_time = update_interval;
+       } else {
+               if(anim_time < 0.001 || anim_time > 1.0)
+                       anim_time = anim_time_counter;
+               else
+                       anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
        }
+       anim_time_counter = 0;
+       anim_counter = 0;
+}
 
-       void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
-       {
-               aim_is_end = is_end_position;
-               vect_old = vect_show;
-               vect_aim = vect_new;
-               if(update_interval > 0){
-                       anim_time = update_interval;
-               } else {
-                       if(anim_time < 0.001 || anim_time > 1.0)
-                               anim_time = anim_time_counter;
-                       else
-                               anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
-               }
-               anim_time_counter = 0;
-               anim_counter = 0;
-       }
+void SmoothTranslator::translate(f32 dtime)
+{
+       anim_time_counter = anim_time_counter + dtime;
+       anim_counter = anim_counter + dtime;
+       v3f vect_move = vect_aim - vect_old;
+       f32 moveratio = 1.0;
+       if(anim_time > 0.001)
+               moveratio = anim_time_counter / anim_time;
+       // Move a bit less than should, to avoid oscillation
+       moveratio = moveratio * 0.8;
+       float move_end = 1.5;
+       if(aim_is_end)
+               move_end = 1.0;
+       if(moveratio > move_end)
+               moveratio = move_end;
+       vect_show = vect_old + vect_move * moveratio;
+}
 
-       void translate(f32 dtime)
-       {
-               anim_time_counter = anim_time_counter + dtime;
-               anim_counter = anim_counter + dtime;
-               v3f vect_move = vect_aim - vect_old;
-               f32 moveratio = 1.0;
-               if(anim_time > 0.001)
-                       moveratio = anim_time_counter / anim_time;
-               // Move a bit less than should, to avoid oscillation
-               moveratio = moveratio * 0.8;
-               float move_end = 1.5;
-               if(aim_is_end)
-                       move_end = 1.0;
-               if(moveratio > move_end)
-                       moveratio = move_end;
-               vect_show = vect_old + vect_move * moveratio;
-       }
-
-       bool is_moving()
-       {
-               return ((anim_time_counter / anim_time) < 1.4);
-       }
-};
+bool SmoothTranslator::is_moving()
+{
+       return ((anim_time_counter / anim_time) < 1.4);
+}
 
 /*
        Other stuff
@@ -552,56 +537,7 @@ void ItemCAO::initialize(const std::string &data)
 
 #include "genericobject.h"
 
-class GenericCAO : public ClientActiveObject
-{
-private:
-       // Only set at initialization
-       std::string m_name;
-       bool m_is_player;
-       bool m_is_local_player;
-       int m_id;
-       // Property-ish things
-       ObjectProperties m_prop;
-       //
-       scene::ISceneManager *m_smgr;
-       IrrlichtDevice *m_irr;
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_meshnode;
-       scene::IAnimatedMeshSceneNode *m_animated_meshnode;
-       scene::IBillboardSceneNode *m_spritenode;
-       scene::ITextSceneNode* m_textnode;
-       v3f m_position;
-       v3f m_velocity;
-       v3f m_acceleration;
-       float m_yaw;
-       s16 m_hp;
-       SmoothTranslator pos_translator;
-       // Spritesheet/animation stuff
-       v2f m_tx_size;
-       v2s16 m_tx_basepos;
-       bool m_initial_tx_basepos_set;
-       bool m_tx_select_horiz_by_yawpitch;
-       v2s32 m_animation_range;
-       int m_animation_speed;
-       int m_animation_blend;
-       std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
-       std::string m_attachment_bone;
-       v3f m_attachment_position;
-       v3f m_attachment_rotation;
-       bool m_attached_to_local;
-       int m_anim_frame;
-       int m_anim_num_frames;
-       float m_anim_framelength;
-       float m_anim_timer;
-       ItemGroupList m_armor_groups;
-       float m_reset_textures_timer;
-       bool m_visuals_expired;
-       float m_step_distance_counter;
-       u8 m_last_light;
-       bool m_is_visible;
-
-public:
-       GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
+GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                ClientActiveObject(0, gamedef, env),
                //
                m_is_player(false),
@@ -641,1294 +577,1270 @@ public:
                m_step_distance_counter(0),
                m_last_light(255),
                m_is_visible(false)
-       {
-               if(gamedef == NULL)
-                       ClientActiveObject::registerType(getType(), create);
-       }
-
-       bool getCollisionBox(aabb3f *toset) {
-               if (m_prop.physical) {
-                       //update collision box
-                       toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
-                       toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
-
-                       toset->MinEdge += m_position;
-                       toset->MaxEdge += m_position;
+{
+       if(gamedef == NULL)
+               ClientActiveObject::registerType(getType(), create);
+}
 
-                       return true;
-               }
+bool GenericCAO::getCollisionBox(aabb3f *toset) {
+       if (m_prop.physical) {
+               //update collision box
+               toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+               toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
 
-               return false;
-       }
+               toset->MinEdge += m_position;
+               toset->MaxEdge += m_position;
 
-       bool collideWithObjects() {
-               return m_prop.collideWithObjects;
+               return true;
        }
 
-       void initialize(const std::string &data)
-       {
-               infostream<<"GenericCAO: Got init data"<<std::endl;
-               std::istringstream is(data, std::ios::binary);
-               int num_messages = 0;
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version == 1) // In PROTOCOL_VERSION 14
-               {
-                       m_name = deSerializeString(is);
-                       m_is_player = readU8(is);
-                       m_id = readS16(is);
-                       m_position = readV3F1000(is);
-                       m_yaw = readF1000(is);
-                       m_hp = readS16(is);
-                       num_messages = readU8(is);
-               }
-               else if(version == 0) // In PROTOCOL_VERSION 13
-               {
-                       m_name = deSerializeString(is);
-                       m_is_player = readU8(is);
-                       m_position = readV3F1000(is);
-                       m_yaw = readF1000(is);
-                       m_hp = readS16(is);
-                       num_messages = readU8(is);
-               }
-               else
-               {
-                       errorstream<<"GenericCAO: Unsupported init data version"
-                                       <<std::endl;
-                       return;
-               }
-
-               for(int i=0; i<num_messages; i++){
-                       std::string message = deSerializeLongString(is);
-                       processMessage(message);
-               }
+       return false;
+}
 
-               pos_translator.init(m_position);
-               updateNodePos();
-               
-               if(m_is_player){
-                       Player *player = m_env->getPlayer(m_name.c_str());
-                       if(player && player->isLocal()){
-                               m_is_local_player = true;
-                       }
-                       m_env->addPlayerName(m_name.c_str());
-               }
-       }
+bool GenericCAO::collideWithObjects() {
+       return m_prop.collideWithObjects;
+}
 
-       ~GenericCAO()
+void GenericCAO::initialize(const std::string &data)
+{
+       infostream<<"GenericCAO: Got init data"<<std::endl;
+       std::istringstream is(data, std::ios::binary);
+       int num_messages = 0;
+       // version
+       u8 version = readU8(is);
+       // check version
+       if(version == 1) // In PROTOCOL_VERSION 14
        {
-               if(m_is_player){
-                       m_env->removePlayerName(m_name.c_str());
-               }
+               m_name = deSerializeString(is);
+               m_is_player = readU8(is);
+               m_id = readS16(is);
+               m_position = readV3F1000(is);
+               m_yaw = readF1000(is);
+               m_hp = readS16(is);
+               num_messages = readU8(is);
        }
-
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       else if(version == 0) // In PROTOCOL_VERSION 13
        {
-               return new GenericCAO(gamedef, env);
+               m_name = deSerializeString(is);
+               m_is_player = readU8(is);
+               m_position = readV3F1000(is);
+               m_yaw = readF1000(is);
+               m_hp = readS16(is);
+               num_messages = readU8(is);
        }
-
-       u8 getType() const
+       else
        {
-               return ACTIVEOBJECT_TYPE_GENERIC;
+               errorstream<<"GenericCAO: Unsupported init data version"
+                               <<std::endl;
+               return;
        }
-       core::aabbox3d<f32>* getSelectionBox()
-       {
-               if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
-                       return NULL;
-               return &m_selection_box;
+
+       for(int i=0; i<num_messages; i++){
+               std::string message = deSerializeLongString(is);
+               processMessage(message);
        }
-       v3f getPosition()
-       {
-               if(getParent() != NULL){
-                       if(m_meshnode)
-                               return m_meshnode->getAbsolutePosition();
-                       if(m_animated_meshnode)
-                               return m_animated_meshnode->getAbsolutePosition();
-                       if(m_spritenode)
-                               return m_spritenode->getAbsolutePosition();
-                       return m_position;
+
+       pos_translator.init(m_position);
+       updateNodePos();
+
+       if(m_is_player){
+               Player *player = m_env->getPlayer(m_name.c_str());
+               if(player && player->isLocal()){
+                       m_is_local_player = true;
                }
-               return pos_translator.vect_show;
+               m_env->addPlayerName(m_name.c_str());
        }
+}
 
-       scene::IMeshSceneNode *getMeshSceneNode()
-       {
-               if(m_meshnode)
-                       return m_meshnode;
-               return NULL;
+GenericCAO::~GenericCAO()
+{
+       if(m_is_player){
+               m_env->removePlayerName(m_name.c_str());
        }
+}
 
-       scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
-       {
-               if(m_animated_meshnode)
-                       return m_animated_meshnode;
+core::aabbox3d<f32>* GenericCAO::getSelectionBox()
+{
+       if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
                return NULL;
-       }
+       return &m_selection_box;
+}
 
-       scene::IBillboardSceneNode *getSpriteSceneNode()
-       {
+v3f GenericCAO::getPosition()
+{
+       if(getParent() != NULL){
+               if(m_meshnode)
+                       return m_meshnode->getAbsolutePosition();
+               if(m_animated_meshnode)
+                       return m_animated_meshnode->getAbsolutePosition();
                if(m_spritenode)
-                       return m_spritenode;
-               return NULL;
+                       return m_spritenode->getAbsolutePosition();
+               return m_position;
        }
+       return pos_translator.vect_show;
+}
 
-       bool isPlayer()
-       {
-               return m_is_player;
-       }
+scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
+{
+       if(m_meshnode)
+               return m_meshnode;
+       return NULL;
+}
 
-       bool isLocalPlayer()
-       {
-               return m_is_local_player;
-       }
+scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
+{
+       if(m_animated_meshnode)
+               return m_animated_meshnode;
+       return NULL;
+}
 
-       void setAttachments()
-       {
-               updateAttachments();
-       }
+scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
+{
+       if(m_spritenode)
+               return m_spritenode;
+       return NULL;
+}
+
+void GenericCAO::setAttachments()
+{
+       updateAttachments();
+}
 
-       ClientActiveObject *getParent()
+ClientActiveObject* GenericCAO::getParent()
+{
+       ClientActiveObject *obj = NULL;
+       for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
        {
-               ClientActiveObject *obj = NULL;
-               for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
-               {
-                       if(cii->X == getId()){ // This ID is our child
-                               if(cii->Y > 0){ // A parent ID exists for our child
-                                       if(cii->X != cii->Y){ // The parent and child ID are not the same
-                                               obj = m_env->getActiveObject(cii->Y);
-                                       }
+               if(cii->X == getId()){ // This ID is our child
+                       if(cii->Y > 0){ // A parent ID exists for our child
+                               if(cii->X != cii->Y){ // The parent and child ID are not the same
+                                       obj = m_env->getActiveObject(cii->Y);
                                }
-                               break;
                        }
+                       break;
                }
-               if(obj)
-                       return obj;
-               return NULL;
        }
+       if(obj)
+               return obj;
+       return NULL;
+}
 
-       void removeFromScene(bool permanent)
+void GenericCAO::removeFromScene(bool permanent)
+{
+       if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
        {
-               if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
+               // Detach this object's children
+               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
                {
-                       // Detach this object's children
-                       for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+                       if(ii->Y == getId()) // Is a child of our object
                        {
-                               if(ii->Y == getId()) // Is a child of our object
-                               {
-                                       ii->Y = 0;
-                                       ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
-                                       if(obj)
-                                               obj->setAttachments();
-                               }
+                               ii->Y = 0;
+                               ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+                               if(obj)
+                                       obj->setAttachments();
                        }
-                       // Delete this object from the attachments list
-                       for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+               }
+               // Delete this object from the attachments list
+               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+               {
+                       if(ii->X == getId()) // Is our object
                        {
-                               if(ii->X == getId()) // Is our object
-                               {
-                                       m_env->attachment_list.erase(ii);
-                                       break;
-                               }
+                               m_env->attachment_list.erase(ii);
+                               break;
                        }
                }
+       }
 
-               if(m_meshnode){
-                       m_meshnode->remove();
-                       m_meshnode = NULL;
-               }
-               if(m_animated_meshnode){
-                       m_animated_meshnode->remove();
-                       m_animated_meshnode = NULL;
-               }
-               if(m_spritenode){
-                       m_spritenode->remove();
-                       m_spritenode = NULL;
-               }
+       if(m_meshnode){
+               m_meshnode->remove();
+               m_meshnode = NULL;
+       }
+       if(m_animated_meshnode){
+               m_animated_meshnode->remove();
+               m_animated_meshnode = NULL;
        }
+       if(m_spritenode){
+               m_spritenode->remove();
+               m_spritenode = NULL;
+       }
+}
 
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-       {
-               m_smgr = smgr;
-               m_irr = irr;
+void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+               IrrlichtDevice *irr)
+{
+       m_smgr = smgr;
+       m_irr = irr;
 
-               if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
-                       return;
-               
-               m_visuals_expired = false;
+       if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
+               return;
 
-               if(!m_prop.is_visible)
-                       return;
-       
-               //video::IVideoDriver* driver = smgr->getVideoDriver();
+       m_visuals_expired = false;
 
-               if(m_prop.visual == "sprite"){
-                       infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
-                       m_spritenode = smgr->addBillboardSceneNode(
-                                       NULL, v2f(1, 1), v3f(0,0,0), -1);
-                       m_spritenode->setMaterialTexture(0,
-                                       tsrc->getTexture("unknown_node.png"));
-                       m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
-                       m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-                       m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
-                       m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
-                       u8 li = m_last_light;
-                       m_spritenode->setColor(video::SColor(255,li,li,li));
-                       m_spritenode->setSize(m_prop.visual_size*BS);
-                       {
-                               const float txs = 1.0 / 1;
-                               const float tys = 1.0 / 1;
-                               setBillboardTextureMatrix(m_spritenode,
-                                               txs, tys, 0, 0);
-                       }
+       if(!m_prop.is_visible)
+               return;
+
+       //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+       if(m_prop.visual == "sprite"){
+               infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
+               m_spritenode = smgr->addBillboardSceneNode(
+                               NULL, v2f(1, 1), v3f(0,0,0), -1);
+               m_spritenode->setMaterialTexture(0,
+                               tsrc->getTexture("unknown_node.png"));
+               m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
+               m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+               m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+               m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+               u8 li = m_last_light;
+               m_spritenode->setColor(video::SColor(255,li,li,li));
+               m_spritenode->setSize(m_prop.visual_size*BS);
+               {
+                       const float txs = 1.0 / 1;
+                       const float tys = 1.0 / 1;
+                       setBillboardTextureMatrix(m_spritenode,
+                                       txs, tys, 0, 0);
                }
-               else if(m_prop.visual == "upright_sprite")
+       }
+       else if(m_prop.visual == "upright_sprite")
+       {
+               scene::SMesh *mesh = new scene::SMesh();
+               double dx = BS*m_prop.visual_size.X/2;
+               double dy = BS*m_prop.visual_size.Y/2;
+               { // Front
+               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+               u8 li = m_last_light;
+               video::SColor c(255,li,li,li);
+               video::S3DVertex vertices[4] =
                {
-                       scene::SMesh *mesh = new scene::SMesh();
-                       double dx = BS*m_prop.visual_size.X/2;
-                       double dy = BS*m_prop.visual_size.Y/2;
-                       { // Front
-                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-                       u8 li = m_last_light;
-                       video::SColor c(255,li,li,li);
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
-                               video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
-                               video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
-                               video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
-                       };
-                       u16 indices[] = {0,1,2,2,3,0};
-                       buf->append(vertices, 4, indices, 6);
-                       // Set material
-                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       // Add to mesh
-                       mesh->addMeshBuffer(buf);
-                       buf->drop();
-                       }
-                       { // Back
-                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+                       video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+                       video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
+                       video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
+                       video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
+               };
+               u16 indices[] = {0,1,2,2,3,0};
+               buf->append(vertices, 4, indices, 6);
+               // Set material
+               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+               // Add to mesh
+               mesh->addMeshBuffer(buf);
+               buf->drop();
+               }
+               { // Back
+               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+               u8 li = m_last_light;
+               video::SColor c(255,li,li,li);
+               video::S3DVertex vertices[4] =
+               {
+                       video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
+                       video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+                       video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
+                       video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
+               };
+               u16 indices[] = {0,1,2,2,3,0};
+               buf->append(vertices, 4, indices, 6);
+               // Set material
+               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+               // Add to mesh
+               mesh->addMeshBuffer(buf);
+               buf->drop();
+               }
+               m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+               mesh->drop();
+               // Set it to use the materials of the meshbuffers directly.
+               // This is needed for changing the texture in the future
+               m_meshnode->setReadOnlyMaterials(true);
+       }
+       else if(m_prop.visual == "cube"){
+               infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
+               scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
+               m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+               mesh->drop();
+               
+               m_meshnode->setScale(v3f(m_prop.visual_size.X,
+                               m_prop.visual_size.Y,
+                               m_prop.visual_size.X));
+               u8 li = m_last_light;
+               setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+               m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+               m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+               m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+               m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+       }
+       else if(m_prop.visual == "mesh"){
+               infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
+               scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
+               if(mesh)
+               {
+                       m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
+                       mesh->drop(); // The scene node took hold of it
+                       m_animated_meshnode->animateJoints(); // Needed for some animations
+                       m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
+                                       m_prop.visual_size.Y,
+                                       m_prop.visual_size.X));
                        u8 li = m_last_light;
-                       video::SColor c(255,li,li,li);
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
-                               video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
-                               video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
-                               video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
-                       };
-                       u16 indices[] = {0,1,2,2,3,0};
-                       buf->append(vertices, 4, indices, 6);
-                       // Set material
-                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       // Add to mesh
-                       mesh->addMeshBuffer(buf);
-                       buf->drop();
-                       }
-                       m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
-                       mesh->drop();
-                       // Set it to use the materials of the meshbuffers directly.
-                       // This is needed for changing the texture in the future
-                       m_meshnode->setReadOnlyMaterials(true);
+                       setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+                       m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+                       m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+                       m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+                       m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
                }
-               else if(m_prop.visual == "cube"){
-                       infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
-                       scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
+               else
+                       errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
+       }
+       else if(m_prop.visual == "wielditem"){
+               infostream<<"GenericCAO::addToScene(): node"<<std::endl;
+               infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
+               if(m_prop.textures.size() >= 1){
+                       infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
+                       IItemDefManager *idef = m_gamedef->idef();
+                       ItemStack item(m_prop.textures[0], 1, 0, "", idef);
+                       scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
+
+                       // Copy mesh to be able to set unique vertex colors
+                       scene::IMeshManipulator *manip =
+                                       irr->getVideoDriver()->getMeshManipulator();
+                       scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
+
                        m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
                        mesh->drop();
                        
-                       m_meshnode->setScale(v3f(m_prop.visual_size.X,
-                                       m_prop.visual_size.Y,
-                                       m_prop.visual_size.X));
+                       m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
+                                       m_prop.visual_size.Y/2,
+                                       m_prop.visual_size.X/2));
                        u8 li = m_last_light;
                        setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
-
-                       m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
-                       m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-                       m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
-                       m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
-               }
-               else if(m_prop.visual == "mesh"){
-                       infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
-                       scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
-                       if(mesh)
-                       {
-                               m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
-                               mesh->drop(); // The scene node took hold of it
-                               m_animated_meshnode->animateJoints(); // Needed for some animations
-                               m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
-                                               m_prop.visual_size.Y,
-                                               m_prop.visual_size.X));
-                               u8 li = m_last_light;
-                               setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
-
-                               m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
-                               m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-                               m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
-                               m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
-                       }
-                       else
-                               errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
-               }
-               else if(m_prop.visual == "wielditem"){
-                       infostream<<"GenericCAO::addToScene(): node"<<std::endl;
-                       infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
-                       if(m_prop.textures.size() >= 1){
-                               infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
-                               IItemDefManager *idef = m_gamedef->idef();
-                               ItemStack item(m_prop.textures[0], 1, 0, "", idef);
-                               scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
-                               
-                               // Copy mesh to be able to set unique vertex colors
-                               scene::IMeshManipulator *manip =
-                                               irr->getVideoDriver()->getMeshManipulator();
-                               scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
-
-                               m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
-                               mesh->drop();
-                               
-                               m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
-                                               m_prop.visual_size.Y/2,
-                                               m_prop.visual_size.X/2));
-                               u8 li = m_last_light;
-                               setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
-                       }
-               } else {
-                       infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
-                                       <<"\" not supported"<<std::endl;
-               }
-               updateTextures("");
-               
-               scene::ISceneNode *node = NULL;
-               if(m_spritenode)
-                       node = m_spritenode;
-               else if(m_animated_meshnode)
-                       node = m_animated_meshnode;
-               else if(m_meshnode)
-                       node = m_meshnode;
-               if(node && m_is_player && !m_is_local_player){
-                       // Add a text node for showing the name
-                       gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
-                       std::wstring wname = narrow_to_wide(m_name);
-                       m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
-                                       wname.c_str(), video::SColor(255,255,255,255), node);
-                       m_textnode->setPosition(v3f(0, BS*1.1, 0));
                }
-
-               updateNodePos();
-               updateAnimation();
-               updateBonePosition();
-               updateAttachments();
+       } else {
+               infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
+                               <<"\" not supported"<<std::endl;
        }
-
-       void expireVisuals()
-       {
-               m_visuals_expired = true;
+       updateTextures("");
+
+       scene::ISceneNode *node = NULL;
+       if(m_spritenode)
+               node = m_spritenode;
+       else if(m_animated_meshnode)
+               node = m_animated_meshnode;
+       else if(m_meshnode)
+               node = m_meshnode;
+       if(node && m_is_player && !m_is_local_player){
+               // Add a text node for showing the name
+               gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
+               std::wstring wname = narrow_to_wide(m_name);
+               m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
+                               wname.c_str(), video::SColor(255,255,255,255), node);
+               m_textnode->setPosition(v3f(0, BS*1.1, 0));
        }
+
+       updateNodePos();
+       updateAnimation();
+       updateBonePosition();
+       updateAttachments();
+}
                
-       void updateLight(u8 light_at_pos)
-       {
-               u8 li = decode_light(light_at_pos);
-               if(li != m_last_light){
-                       m_last_light = li;
-                       video::SColor color(255,li,li,li);
-                       if(m_meshnode)
-                               setMeshColor(m_meshnode->getMesh(), color);
-                       if(m_animated_meshnode)
-                               setMeshColor(m_animated_meshnode->getMesh(), color);
-                       if(m_spritenode)
-                               m_spritenode->setColor(color);
-               }
+void GenericCAO::updateLight(u8 light_at_pos)
+{
+       u8 li = decode_light(light_at_pos);
+       if(li != m_last_light){
+               m_last_light = li;
+               video::SColor color(255,li,li,li);
+               if(m_meshnode)
+                       setMeshColor(m_meshnode->getMesh(), color);
+               if(m_animated_meshnode)
+                       setMeshColor(m_animated_meshnode->getMesh(), color);
+               if(m_spritenode)
+                       m_spritenode->setColor(color);
        }
+}
 
-       v3s16 getLightPosition()
-       {
-               return floatToInt(m_position, BS);
-       }
+v3s16 GenericCAO::getLightPosition()
+{
+       return floatToInt(m_position, BS);
+}
 
-       void updateNodePos()
-       {
-               if(getParent() != NULL)
-                       return;
+void GenericCAO::updateNodePos()
+{
+       if(getParent() != NULL)
+               return;
 
-               v3s16 camera_offset = m_env->getCameraOffset();
-               if(m_meshnode){
-                       m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
-                       v3f rot = m_meshnode->getRotation();
-                       rot.Y = -m_yaw;
-                       m_meshnode->setRotation(rot);
-               }
-               if(m_animated_meshnode){
-                       m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
-                       v3f rot = m_animated_meshnode->getRotation();
-                       rot.Y = -m_yaw;
-                       m_animated_meshnode->setRotation(rot);
-               }
-               if(m_spritenode){
-                       m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
-               }
+       v3s16 camera_offset = m_env->getCameraOffset();
+       if(m_meshnode){
+               m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
+               v3f rot = m_meshnode->getRotation();
+               rot.Y = -m_yaw;
+               m_meshnode->setRotation(rot);
        }
+       if(m_animated_meshnode){
+               m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
+               v3f rot = m_animated_meshnode->getRotation();
+               rot.Y = -m_yaw;
+               m_animated_meshnode->setRotation(rot);
+       }
+       if(m_spritenode){
+               m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
+       }
+}
        
-       void step(float dtime, ClientEnvironment *env)
-       {
-               // Handel model of local player instantly to prevent lags
-               if(m_is_local_player) {
-                       LocalPlayer *player = m_env->getLocalPlayer();
+void GenericCAO::step(float dtime, ClientEnvironment *env)
+{
+       // Handel model of local player instantly to prevent lags
+       if(m_is_local_player) {
+               LocalPlayer *player = m_env->getLocalPlayer();
+
+               if (player->camera_mode > CAMERA_MODE_FIRST) {
+                       int old_anim = player->last_animation;
+                       float old_anim_speed = player->last_animation_speed;
+                       m_is_visible = true;
+                       m_position = player->getPosition() + v3f(0,BS,0);
+                       m_velocity = v3f(0,0,0);
+                       m_acceleration = v3f(0,0,0);
+                       pos_translator.vect_show = m_position;
+                       m_yaw = player->getYaw();
+                       PlayerControl controls = player->getPlayerControl();
+
+                       bool walking = false;
+                       if(controls.up || controls.down || controls.left || controls.right)
+                               walking = true;
 
-                       if (player->camera_mode > CAMERA_MODE_FIRST) {
-                               int old_anim = player->last_animation;
-                               float old_anim_speed = player->last_animation_speed;
-                               m_is_visible = true;
-                               m_position = player->getPosition() + v3f(0,BS,0);
-                               m_velocity = v3f(0,0,0);
-                               m_acceleration = v3f(0,0,0);
-                               pos_translator.vect_show = m_position;
-                               m_yaw = player->getYaw();
-                               PlayerControl controls = player->getPlayerControl();
-
-                               bool walking = false;
-                               if(controls.up || controls.down || controls.left || controls.right)
-                                       walking = true;
-
-                               f32 new_speed = player->local_animation_speed;
-                               v2s32 new_anim = v2s32(0,0);
-                               bool allow_update = false;
-
-                               // increase speed if using fast or flying fast
-                               if((g_settings->getBool("fast_move") &&
+                       f32 new_speed = player->local_animation_speed;
+                       v2s32 new_anim = v2s32(0,0);
+                       bool allow_update = false;
+
+                       // increase speed if using fast or flying fast
+                       if((g_settings->getBool("fast_move") &&
                                        m_gamedef->checkLocalPrivilege("fast")) &&
                                        (controls.aux1 ||
                                        (!player->touching_ground &&
                                        g_settings->getBool("free_move") &&
                                        m_gamedef->checkLocalPrivilege("fly"))))
-                                               new_speed *= 1.5;
-                               // slowdown speed if sneeking
-                               if(controls.sneak && walking)
-                                       new_speed /= 2;
-
-                               if(walking && (controls.LMB || controls.RMB)) {
-                                       new_anim = player->local_animations[3];
-                                       player->last_animation = WD_ANIM;
-                               } else if(walking) {
-                                       new_anim = player->local_animations[1];
-                                       player->last_animation = WALK_ANIM;
-                               } else if(controls.LMB || controls.RMB) {
-                                       new_anim = player->local_animations[2];
-                                       player->last_animation = DIG_ANIM;
-                               }
+                                       new_speed *= 1.5;
+                       // slowdown speed if sneeking
+                       if(controls.sneak && walking)
+                               new_speed /= 2;
+
+                       if(walking && (controls.LMB || controls.RMB)) {
+                               new_anim = player->local_animations[3];
+                               player->last_animation = WD_ANIM;
+                       } else if(walking) {
+                               new_anim = player->local_animations[1];
+                               player->last_animation = WALK_ANIM;
+                       } else if(controls.LMB || controls.RMB) {
+                               new_anim = player->local_animations[2];
+                               player->last_animation = DIG_ANIM;
+                       }
+
+                       // Apply animations if input detected and not attached
+                       // or set idle animation
+                       if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
+                               allow_update = true;
+                               m_animation_range = new_anim;
+                               m_animation_speed = new_speed;
+                               player->last_animation_speed = m_animation_speed;
+                       } else {
+                               player->last_animation = NO_ANIM;
 
-                               // Apply animations if input detected and not attached
-                               // or set idle animation
-                               if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
-                                       allow_update = true;
-                                       m_animation_range = new_anim;
-                                       m_animation_speed = new_speed;
-                                       player->last_animation_speed = m_animation_speed;
-                               } else {
-                                       player->last_animation = NO_ANIM;
-                                       if (old_anim != NO_ANIM) {
-                                               m_animation_range = player->local_animations[0];
-                                               updateAnimation();
-                                       }
+                               if (old_anim != NO_ANIM) {
+                                       m_animation_range = player->local_animations[0];
+                                       updateAnimation();
                                }
+                       }
 
-                               // Update local player animations
-                               if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) &&
-                                       player->last_animation != NO_ANIM && allow_update)
-                                               updateAnimation();
+                       // Update local player animations
+                       if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) &&
+                               player->last_animation != NO_ANIM && allow_update)
+                                       updateAnimation();
 
-                       } else {
-                               m_is_visible = false;
-                       }
-        }
+               } else {
+                       m_is_visible = false;
+               }
+       }
 
-               if(m_visuals_expired && m_smgr && m_irr){
-                       m_visuals_expired = false;
+       if(m_visuals_expired && m_smgr && m_irr){
+               m_visuals_expired = false;
 
-                       // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
-                       for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+               // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
+               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+               {
+                       if(ii->Y == getId()) // This is a child of our parent
                        {
-                               if(ii->Y == getId()) // This is a child of our parent
+                               ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+                               if(obj)
                                {
-                                       ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
-                                       if(obj)
-                                       {
-                                               scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
-                                               scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
-                                               scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
-                                               if(m_child_meshnode)
-                                                       m_child_meshnode->setParent(m_smgr->getRootSceneNode());
-                                               if(m_child_animated_meshnode)
-                                                       m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
-                                               if(m_child_spritenode)
-                                                       m_child_spritenode->setParent(m_smgr->getRootSceneNode());
-                                       }
+                                       scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
+                                       scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
+                                       scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
+                                       if(m_child_meshnode)
+                                               m_child_meshnode->setParent(m_smgr->getRootSceneNode());
+                                       if(m_child_animated_meshnode)
+                                               m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
+                                       if(m_child_spritenode)
+                                               m_child_spritenode->setParent(m_smgr->getRootSceneNode());
                                }
                        }
+               }
 
-                       removeFromScene(false);
-                       addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
+               removeFromScene(false);
+               addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
 
-                       // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
-                       for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+               // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
+               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+               {
+                       if(ii->Y == getId()) // This is a child of our parent
                        {
-                               if(ii->Y == getId()) // This is a child of our parent
-                               {
-                                       ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
-                                       if(obj)
-                                               obj->setAttachments();
-                               }
+                               ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+                               if(obj)
+                                       obj->setAttachments();
                        }
                }
+       }
 
-               // Make sure m_is_visible is always applied
-               if(m_meshnode)
-                       m_meshnode->setVisible(m_is_visible);
-               if(m_animated_meshnode)
-                       m_animated_meshnode->setVisible(m_is_visible);
-               if(m_spritenode)
-                       m_spritenode->setVisible(m_is_visible);
-               if(m_textnode)
-                       m_textnode->setVisible(m_is_visible);
+       // Make sure m_is_visible is always applied
+       if(m_meshnode)
+               m_meshnode->setVisible(m_is_visible);
+       if(m_animated_meshnode)
+               m_animated_meshnode->setVisible(m_is_visible);
+       if(m_spritenode)
+               m_spritenode->setVisible(m_is_visible);
+       if(m_textnode)
+               m_textnode->setVisible(m_is_visible);
+
+       if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
+       {
+               // Set these for later
+               m_position = getPosition();
+               m_velocity = v3f(0,0,0);
+               m_acceleration = v3f(0,0,0);
+               pos_translator.vect_show = m_position;
 
-               if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
+               if(m_is_local_player) // Update local player attachment position
                {
-                       // Set these for later
-                       m_position = getPosition();
-                       m_velocity = v3f(0,0,0);
-                       m_acceleration = v3f(0,0,0);
-                       pos_translator.vect_show = m_position;
-
-                       if(m_is_local_player) // Update local player attachment position
-                       {
-                               LocalPlayer *player = m_env->getLocalPlayer();
-                               player->overridePosition = getParent()->getPosition();
-                               m_env->getLocalPlayer()->parent = getParent();
-                       }
+                       LocalPlayer *player = m_env->getLocalPlayer();
+                       player->overridePosition = getParent()->getPosition();
+                       m_env->getLocalPlayer()->parent = getParent();
+               }
+       }
+       else
+       {
+               v3f lastpos = pos_translator.vect_show;
+
+               if(m_prop.physical){
+                       core::aabbox3d<f32> box = m_prop.collisionbox;
+                       box.MinEdge *= BS;
+                       box.MaxEdge *= BS;
+                       collisionMoveResult moveresult;
+                       f32 pos_max_d = BS*0.125; // Distance per iteration
+                       v3f p_pos = m_position;
+                       v3f p_velocity = m_velocity;
+                       v3f p_acceleration = m_acceleration;
+                       moveresult = collisionMoveSimple(env,env->getGameDef(),
+                                       pos_max_d, box, m_prop.stepheight, dtime,
+                                       p_pos, p_velocity, p_acceleration,
+                                       this, m_prop.collideWithObjects);
+                       // Apply results
+                       m_position = p_pos;
+                       m_velocity = p_velocity;
+                       m_acceleration = p_acceleration;
+
+                       bool is_end_position = moveresult.collides;
+                       pos_translator.update(m_position, is_end_position, dtime);
+                       pos_translator.translate(dtime);
+                       updateNodePos();
+               } else {
+                       m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
+                       m_velocity += dtime * m_acceleration;
+                       pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
+                       pos_translator.translate(dtime);
+                       updateNodePos();
                }
-               else
-               {
-                       v3f lastpos = pos_translator.vect_show;
-
-                       if(m_prop.physical){
-                               core::aabbox3d<f32> box = m_prop.collisionbox;
-                               box.MinEdge *= BS;
-                               box.MaxEdge *= BS;
-                               collisionMoveResult moveresult;
-                               f32 pos_max_d = BS*0.125; // Distance per iteration
-                               v3f p_pos = m_position;
-                               v3f p_velocity = m_velocity;
-                               v3f p_acceleration = m_acceleration;
-                               moveresult = collisionMoveSimple(env,env->getGameDef(),
-                                               pos_max_d, box, m_prop.stepheight, dtime,
-                                               p_pos, p_velocity, p_acceleration,
-                                               this, m_prop.collideWithObjects);
-                               // Apply results
-                               m_position = p_pos;
-                               m_velocity = p_velocity;
-                               m_acceleration = p_acceleration;
-                               
-                               bool is_end_position = moveresult.collides;
-                               pos_translator.update(m_position, is_end_position, dtime);
-                               pos_translator.translate(dtime);
-                               updateNodePos();
-                       } else {
-                               m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
-                               m_velocity += dtime * m_acceleration;
-                               pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
-                               pos_translator.translate(dtime);
-                               updateNodePos();
-                       }
 
-                       float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
-                       m_step_distance_counter += moved;
-                       if(m_step_distance_counter > 1.5*BS){
-                               m_step_distance_counter = 0;
-                               if(!m_is_local_player && m_prop.makes_footstep_sound){
-                                       INodeDefManager *ndef = m_gamedef->ndef();
-                                       v3s16 p = floatToInt(getPosition() + v3f(0,
-                                                       (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
-                                       MapNode n = m_env->getMap().getNodeNoEx(p);
-                                       SimpleSoundSpec spec = ndef->get(n).sound_footstep;
-                                       m_gamedef->sound()->playSoundAt(spec, false, getPosition());
-                               }
+               float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
+               m_step_distance_counter += moved;
+               if(m_step_distance_counter > 1.5*BS){
+                       m_step_distance_counter = 0;
+                       if(!m_is_local_player && m_prop.makes_footstep_sound){
+                               INodeDefManager *ndef = m_gamedef->ndef();
+                               v3s16 p = floatToInt(getPosition() + v3f(0,
+                                               (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
+                               MapNode n = m_env->getMap().getNodeNoEx(p);
+                               SimpleSoundSpec spec = ndef->get(n).sound_footstep;
+                               m_gamedef->sound()->playSoundAt(spec, false, getPosition());
                        }
                }
+       }
 
-               m_anim_timer += dtime;
-               if(m_anim_timer >= m_anim_framelength){
-                       m_anim_timer -= m_anim_framelength;
-                       m_anim_frame++;
-                       if(m_anim_frame >= m_anim_num_frames)
-                               m_anim_frame = 0;
+       m_anim_timer += dtime;
+       if(m_anim_timer >= m_anim_framelength){
+               m_anim_timer -= m_anim_framelength;
+               m_anim_frame++;
+               if(m_anim_frame >= m_anim_num_frames)
+                       m_anim_frame = 0;
+       }
+
+       updateTexturePos();
+
+       if(m_reset_textures_timer >= 0){
+               m_reset_textures_timer -= dtime;
+               if(m_reset_textures_timer <= 0){
+                       m_reset_textures_timer = -1;
+                       updateTextures("");
                }
+       }
+       if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
+               m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
+               updateNodePos();
+       }
 
-               updateTexturePos();
+       if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
+                       (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
+               m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
+               updateNodePos();
+       }
+}
+
+void GenericCAO::updateTexturePos()
+{
+       if(m_spritenode){
+               scene::ICameraSceneNode* camera =
+                               m_spritenode->getSceneManager()->getActiveCamera();
+               if(!camera)
+                       return;
+               v3f cam_to_entity = m_spritenode->getAbsolutePosition()
+                               - camera->getAbsolutePosition();
+               cam_to_entity.normalize();
+
+               int row = m_tx_basepos.Y;
+               int col = m_tx_basepos.X;
 
-               if(m_reset_textures_timer >= 0){
-                       m_reset_textures_timer -= dtime;
-                       if(m_reset_textures_timer <= 0){
-                               m_reset_textures_timer = -1;
-                               updateTextures("");
+               if(m_tx_select_horiz_by_yawpitch)
+               {
+                       if(cam_to_entity.Y > 0.75)
+                               col += 5;
+                       else if(cam_to_entity.Y < -0.75)
+                               col += 4;
+                       else{
+                               float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
+                               float dir = mob_dir - m_yaw;
+                               dir = wrapDegrees_180(dir);
+                               //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
+                               if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
+                                       col += 2;
+                               else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
+                                       col += 3;
+                               else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
+                                       col += 0;
+                               else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
+                                       col += 1;
+                               else
+                                       col += 4;
                        }
                }
-               if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
-                       m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
-                       updateNodePos();
-               }
 
-               if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
-                               (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
-                       m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
-                       updateNodePos();
-               }
+               // Animation goes downwards
+               row += m_anim_frame;
+
+               float txs = m_tx_size.X;
+               float tys = m_tx_size.Y;
+               setBillboardTextureMatrix(m_spritenode,
+                               txs, tys, col, row);
        }
+}
 
-       void updateTexturePos()
+void GenericCAO::updateTextures(const std::string &mod)
+{
+       ITextureSource *tsrc = m_gamedef->tsrc();
+
+       bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
+       bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
+       bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
+
+       if(m_spritenode)
        {
-               if(m_spritenode){
-                       scene::ICameraSceneNode* camera =
-                                       m_spritenode->getSceneManager()->getActiveCamera();
-                       if(!camera)
-                               return;
-                       v3f cam_to_entity = m_spritenode->getAbsolutePosition()
-                                       - camera->getAbsolutePosition();
-                       cam_to_entity.normalize();
-
-                       int row = m_tx_basepos.Y;
-                       int col = m_tx_basepos.X;
-                       
-                       if(m_tx_select_horiz_by_yawpitch)
+               if(m_prop.visual == "sprite")
+               {
+                       std::string texturestring = "unknown_node.png";
+                       if(m_prop.textures.size() >= 1)
+                               texturestring = m_prop.textures[0];
+                       texturestring += mod;
+                       m_spritenode->setMaterialTexture(0,
+                                       tsrc->getTexture(texturestring));
+
+                       // This allows setting per-material colors. However, until a real lighting
+                       // system is added, the code below will have no effect. Once MineTest
+                       // has directional lighting, it should work automatically.
+                       if(m_prop.colors.size() >= 1)
                        {
-                               if(cam_to_entity.Y > 0.75)
-                                       col += 5;
-                               else if(cam_to_entity.Y < -0.75)
-                                       col += 4;
-                               else{
-                                       float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
-                                       float dir = mob_dir - m_yaw;
-                                       dir = wrapDegrees_180(dir);
-                                       //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
-                                       if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
-                                               col += 2;
-                                       else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
-                                               col += 3;
-                                       else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
-                                               col += 0;
-                                       else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
-                                               col += 1;
-                                       else
-                                               col += 4;
-                               }
+                               m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
+                               m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
+                               m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
                        }
-                       
-                       // Animation goes downwards
-                       row += m_anim_frame;
 
-                       float txs = m_tx_size.X;
-                       float tys = m_tx_size.Y;
-                       setBillboardTextureMatrix(m_spritenode,
-                                       txs, tys, col, row);
+                       m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                       m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                       m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                }
        }
-
-       void updateTextures(const std::string &mod)
+       if(m_animated_meshnode)
        {
-               ITextureSource *tsrc = m_gamedef->tsrc();
+               if(m_prop.visual == "mesh")
+               {
+                       for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
+                       {
+                               std::string texturestring = m_prop.textures[i];
+                               if(texturestring == "")
+                                       continue; // Empty texture string means don't modify that material
+                               texturestring += mod;
+                               video::ITexture* texture = tsrc->getTexture(texturestring);
+                               if(!texture)
+                               {
+                                       errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
+                                       continue;
+                               }
 
-               bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
-               bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
-               bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
+                               // Set material flags and texture
+                               video::SMaterial& material = m_animated_meshnode->getMaterial(i);
+                               material.TextureLayer[0].Texture = texture;
+                               material.setFlag(video::EMF_LIGHTING, false);
+                               material.setFlag(video::EMF_BILINEAR_FILTER, false);
 
-               if(m_spritenode)
+                               m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                       }
+                       for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
+                       {
+                               // This allows setting per-material colors. However, until a real lighting
+                               // system is added, the code below will have no effect. Once MineTest
+                               // has directional lighting, it should work automatically.
+                               m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+                               m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+                               m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
+                       }
+               }
+       }
+       if(m_meshnode)
+       {
+               if(m_prop.visual == "cube")
                {
-                       if(m_prop.visual == "sprite")
+                       for (u32 i = 0; i < 6; ++i)
                        {
                                std::string texturestring = "unknown_node.png";
-                               if(m_prop.textures.size() >= 1)
-                                       texturestring = m_prop.textures[0];
+                               if(m_prop.textures.size() > i)
+                                       texturestring = m_prop.textures[i];
                                texturestring += mod;
-                               m_spritenode->setMaterialTexture(0,
+
+
+                               // Set material flags and texture
+                               video::SMaterial& material = m_meshnode->getMaterial(i);
+                               material.setFlag(video::EMF_LIGHTING, false);
+                               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                               material.setTexture(0,
                                                tsrc->getTexture(texturestring));
+                               material.getTextureMatrix(0).makeIdentity();
 
                                // This allows setting per-material colors. However, until a real lighting
                                // system is added, the code below will have no effect. Once MineTest
                                // has directional lighting, it should work automatically.
-                               if(m_prop.colors.size() >= 1)
+                               if(m_prop.colors.size() > i)
                                {
-                                       m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
-                                       m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
-                                       m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
+                                       m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+                                       m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+                                       m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
                                }
 
-                               m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
-                               m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
-                               m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
-                       }
-               }
-               if(m_animated_meshnode)
-               {
-                       if(m_prop.visual == "mesh")
-                       {
-                               for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
-                               {
-                                       std::string texturestring = m_prop.textures[i];
-                                       if(texturestring == "")
-                                               continue; // Empty texture string means don't modify that material
-                                       texturestring += mod;
-                                       video::ITexture* texture = tsrc->getTexture(texturestring);
-                                       if(!texture)
-                                       {
-                                               errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
-                                               continue;
-                                       }
-
-                                       // Set material flags and texture
-                                       video::SMaterial& material = m_animated_meshnode->getMaterial(i);
-                                       material.TextureLayer[0].Texture = texture;
-                                       material.setFlag(video::EMF_LIGHTING, false);
-                                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-
-                                       m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
-                                       m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
-                                       m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
-                               }
-                               for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
-                               {
-                                       // This allows setting per-material colors. However, until a real lighting
-                                       // system is added, the code below will have no effect. Once MineTest
-                                       // has directional lighting, it should work automatically.
-                                       m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
-                                       m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
-                                       m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
-                               }
+                               m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
                }
-               if(m_meshnode)
+               else if(m_prop.visual == "upright_sprite")
                {
-                       if(m_prop.visual == "cube")
+                       scene::IMesh *mesh = m_meshnode->getMesh();
                        {
-                               for (u32 i = 0; i < 6; ++i)
+                               std::string tname = "unknown_object.png";
+                               if(m_prop.textures.size() >= 1)
+                                       tname = m_prop.textures[0];
+                               tname += mod;
+                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
+                               buf->getMaterial().setTexture(0,
+                                               tsrc->getTexture(tname));
+
+                               // This allows setting per-material colors. However, until a real lighting
+                               // system is added, the code below will have no effect. Once MineTest
+                               // has directional lighting, it should work automatically.
+                               if(m_prop.colors.size() >= 1)
                                {
-                                       std::string texturestring = "unknown_node.png";
-                                       if(m_prop.textures.size() > i)
-                                               texturestring = m_prop.textures[i];
-                                       texturestring += mod;
-
-
-                                       // Set material flags and texture
-                                       video::SMaterial& material = m_meshnode->getMaterial(i);
-                                       material.setFlag(video::EMF_LIGHTING, false);
-                                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                                       material.setTexture(0,
-                                                       tsrc->getTexture(texturestring));
-                                       material.getTextureMatrix(0).makeIdentity();
-
-                                       // This allows setting per-material colors. However, until a real lighting
-                                       // system is added, the code below will have no effect. Once MineTest
-                                       // has directional lighting, it should work automatically.
-                                       if(m_prop.colors.size() > i)
-                                       {
-                                               m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
-                                               m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
-                                               m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
-                                       }
-
-                                       m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
-                                       m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
-                                       m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                                       buf->getMaterial().AmbientColor = m_prop.colors[0];
+                                       buf->getMaterial().DiffuseColor = m_prop.colors[0];
+                                       buf->getMaterial().SpecularColor = m_prop.colors[0];
                                }
+
+                               buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
-                       else if(m_prop.visual == "upright_sprite")
                        {
-                               scene::IMesh *mesh = m_meshnode->getMesh();
+                               std::string tname = "unknown_object.png";
+                               if(m_prop.textures.size() >= 2)
+                                       tname = m_prop.textures[1];
+                               else if(m_prop.textures.size() >= 1)
+                                       tname = m_prop.textures[0];
+                               tname += mod;
+                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
+                               buf->getMaterial().setTexture(0,
+                                               tsrc->getTexture(tname));
+
+                               // This allows setting per-material colors. However, until a real lighting
+                               // system is added, the code below will have no effect. Once MineTest
+                               // has directional lighting, it should work automatically.
+                               if(m_prop.colors.size() >= 2)
                                {
-                                       std::string tname = "unknown_object.png";
-                                       if(m_prop.textures.size() >= 1)
-                                               tname = m_prop.textures[0];
-                                       tname += mod;
-                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
-                                       buf->getMaterial().setTexture(0,
-                                                       tsrc->getTexture(tname));
-                                       
-                                       // This allows setting per-material colors. However, until a real lighting
-                                       // system is added, the code below will have no effect. Once MineTest
-                                       // has directional lighting, it should work automatically.
-                                       if(m_prop.colors.size() >= 1)
-                                       {
-                                               buf->getMaterial().AmbientColor = m_prop.colors[0];
-                                               buf->getMaterial().DiffuseColor = m_prop.colors[0];
-                                               buf->getMaterial().SpecularColor = m_prop.colors[0];
-                                       }
-
-                                       buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
-                                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
-                                       buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                                       buf->getMaterial().AmbientColor = m_prop.colors[1];
+                                       buf->getMaterial().DiffuseColor = m_prop.colors[1];
+                                       buf->getMaterial().SpecularColor = m_prop.colors[1];
                                }
+                               else if(m_prop.colors.size() >= 1)
                                {
-                                       std::string tname = "unknown_object.png";
-                                       if(m_prop.textures.size() >= 2)
-                                               tname = m_prop.textures[1];
-                                       else if(m_prop.textures.size() >= 1)
-                                               tname = m_prop.textures[0];
-                                       tname += mod;
-                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
-                                       buf->getMaterial().setTexture(0,
-                                                       tsrc->getTexture(tname));
-
-                                       // This allows setting per-material colors. However, until a real lighting
-                                       // system is added, the code below will have no effect. Once MineTest
-                                       // has directional lighting, it should work automatically.
-                                       if(m_prop.colors.size() >= 2)
-                                       {
-                                               buf->getMaterial().AmbientColor = m_prop.colors[1];
-                                               buf->getMaterial().DiffuseColor = m_prop.colors[1];
-                                               buf->getMaterial().SpecularColor = m_prop.colors[1];
-                                       }
-                                       else if(m_prop.colors.size() >= 1)
-                                       {
-                                               buf->getMaterial().AmbientColor = m_prop.colors[0];
-                                               buf->getMaterial().DiffuseColor = m_prop.colors[0];
-                                               buf->getMaterial().SpecularColor = m_prop.colors[0];
-                                       }
-
-                                       buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
-                                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
-                                       buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                                       buf->getMaterial().AmbientColor = m_prop.colors[0];
+                                       buf->getMaterial().DiffuseColor = m_prop.colors[0];
+                                       buf->getMaterial().SpecularColor = m_prop.colors[0];
                                }
+
+                               buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
                }
        }
+}
 
-       void updateAnimation()
-       {
-               if(m_animated_meshnode == NULL)
-                       return;
-               m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
-               m_animated_meshnode->setAnimationSpeed(m_animation_speed);
-               m_animated_meshnode->setTransitionTime(m_animation_blend);
-       }
+void GenericCAO::updateAnimation()
+{
+       if(m_animated_meshnode == NULL)
+               return;
+       m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
+       m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+       m_animated_meshnode->setTransitionTime(m_animation_blend);
+}
 
-       void updateBonePosition()
-       {
-               if(!m_bone_position.size() || m_animated_meshnode == NULL)
-                       return;
+void GenericCAO::updateBonePosition()
+{
+       if(!m_bone_position.size() || m_animated_meshnode == NULL)
+               return;
 
-               m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
-               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
-                       std::string bone_name = (*ii).first;
-                       v3f bone_pos = (*ii).second.X;
-                       v3f bone_rot = (*ii).second.Y;
-                       irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
-                       if(bone)
-                       {
-                               bone->setPosition(bone_pos);
-                               bone->setRotation(bone_rot);
-                       }
+       m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
+       for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+               std::string bone_name = (*ii).first;
+               v3f bone_pos = (*ii).second.X;
+               v3f bone_rot = (*ii).second.Y;
+               irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
+               if(bone)
+               {
+                       bone->setPosition(bone_pos);
+                       bone->setRotation(bone_rot);
                }
        }
+}
        
-       void updateAttachments()
-       {
-               m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
-               m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
+void GenericCAO::updateAttachments()
+{
+       m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
+       m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
 
-               if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
+       if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
+       {
+               if(m_meshnode)
                {
-                       if(m_meshnode)
-                       {
-                               v3f old_position = m_meshnode->getAbsolutePosition();
-                               v3f old_rotation = m_meshnode->getRotation();
-                               m_meshnode->setParent(m_smgr->getRootSceneNode());
-                               m_meshnode->setPosition(old_position);
-                               m_meshnode->setRotation(old_rotation);
+                       v3f old_position = m_meshnode->getAbsolutePosition();
+                       v3f old_rotation = m_meshnode->getRotation();
+                       m_meshnode->setParent(m_smgr->getRootSceneNode());
+                       m_meshnode->setPosition(old_position);
+                       m_meshnode->setRotation(old_rotation);
+                       m_meshnode->updateAbsolutePosition();
+               }
+               if(m_animated_meshnode)
+               {
+                       v3f old_position = m_animated_meshnode->getAbsolutePosition();
+                       v3f old_rotation = m_animated_meshnode->getRotation();
+                       m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
+                       m_animated_meshnode->setPosition(old_position);
+                       m_animated_meshnode->setRotation(old_rotation);
+                       m_animated_meshnode->updateAbsolutePosition();
+               }
+               if(m_spritenode)
+               {
+                       v3f old_position = m_spritenode->getAbsolutePosition();
+                       v3f old_rotation = m_spritenode->getRotation();
+                       m_spritenode->setParent(m_smgr->getRootSceneNode());
+                       m_spritenode->setPosition(old_position);
+                       m_spritenode->setRotation(old_rotation);
+                       m_spritenode->updateAbsolutePosition();
+               }
+               if(m_is_local_player)
+               {
+                       LocalPlayer *player = m_env->getLocalPlayer();
+                       player->isAttached = false;
+               }
+       }
+       else // Attach
+       {
+               scene::IMeshSceneNode *parent_mesh = NULL;
+               if(getParent()->getMeshSceneNode())
+                       parent_mesh = getParent()->getMeshSceneNode();
+               scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
+               if(getParent()->getAnimatedMeshSceneNode())
+                       parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
+               scene::IBillboardSceneNode *parent_sprite = NULL;
+               if(getParent()->getSpriteSceneNode())
+                       parent_sprite = getParent()->getSpriteSceneNode();
+
+               scene::IBoneSceneNode *parent_bone = NULL;
+               if(parent_animated_mesh && m_attachment_bone != "")
+                       parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
+
+               // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
+               // TODO: Perhaps use polymorphism here to save code duplication
+               if(m_meshnode){
+                       if(parent_bone){
+                               m_meshnode->setParent(parent_bone);
+                               m_meshnode->setPosition(m_attachment_position);
+                               m_meshnode->setRotation(m_attachment_rotation);
                                m_meshnode->updateAbsolutePosition();
                        }
-                       if(m_animated_meshnode)
-                       {
-                               v3f old_position = m_animated_meshnode->getAbsolutePosition();
-                               v3f old_rotation = m_animated_meshnode->getRotation();
-                               m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
-                               m_animated_meshnode->setPosition(old_position);
-                               m_animated_meshnode->setRotation(old_rotation);
-                               m_animated_meshnode->updateAbsolutePosition();
-                       }
-                       if(m_spritenode)
-                       {
-                               v3f old_position = m_spritenode->getAbsolutePosition();
-                               v3f old_rotation = m_spritenode->getRotation();
-                               m_spritenode->setParent(m_smgr->getRootSceneNode());
-                               m_spritenode->setPosition(old_position);
-                               m_spritenode->setRotation(old_rotation);
-                               m_spritenode->updateAbsolutePosition();
-                       }
-                       if(m_is_local_player)
+                       else
                        {
-                               LocalPlayer *player = m_env->getLocalPlayer();
-                               player->isAttached = false;
-                       }
-               }
-               else // Attach
-               {
-                       scene::IMeshSceneNode *parent_mesh = NULL;
-                       if(getParent()->getMeshSceneNode())
-                               parent_mesh = getParent()->getMeshSceneNode();
-                       scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
-                       if(getParent()->getAnimatedMeshSceneNode())
-                               parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
-                       scene::IBillboardSceneNode *parent_sprite = NULL;
-                       if(getParent()->getSpriteSceneNode())
-                               parent_sprite = getParent()->getSpriteSceneNode();
-
-                       scene::IBoneSceneNode *parent_bone = NULL;
-                       if(parent_animated_mesh && m_attachment_bone != "")
-                               parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
-
-                       // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
-                       // TODO: Perhaps use polymorphism here to save code duplication
-                       if(m_meshnode){
-                               if(parent_bone){
-                                       m_meshnode->setParent(parent_bone);
+                               if(parent_mesh){
+                                       m_meshnode->setParent(parent_mesh);
                                        m_meshnode->setPosition(m_attachment_position);
                                        m_meshnode->setRotation(m_attachment_rotation);
                                        m_meshnode->updateAbsolutePosition();
                                }
-                               else
-                               {
-                                       if(parent_mesh){
-                                               m_meshnode->setParent(parent_mesh);
-                                               m_meshnode->setPosition(m_attachment_position);
-                                               m_meshnode->setRotation(m_attachment_rotation);
-                                               m_meshnode->updateAbsolutePosition();
-                                       }
-                                       else if(parent_animated_mesh){
-                                               m_meshnode->setParent(parent_animated_mesh);
-                                               m_meshnode->setPosition(m_attachment_position);
-                                               m_meshnode->setRotation(m_attachment_rotation);
-                                               m_meshnode->updateAbsolutePosition();
-                                       }
-                                       else if(parent_sprite){
-                                               m_meshnode->setParent(parent_sprite);
-                                               m_meshnode->setPosition(m_attachment_position);
-                                               m_meshnode->setRotation(m_attachment_rotation);
-                                               m_meshnode->updateAbsolutePosition();
-                                       }
+                               else if(parent_animated_mesh){
+                                       m_meshnode->setParent(parent_animated_mesh);
+                                       m_meshnode->setPosition(m_attachment_position);
+                                       m_meshnode->setRotation(m_attachment_rotation);
+                                       m_meshnode->updateAbsolutePosition();
                                }
+                               else if(parent_sprite){
+                                       m_meshnode->setParent(parent_sprite);
+                                       m_meshnode->setPosition(m_attachment_position);
+                                       m_meshnode->setRotation(m_attachment_rotation);
+                                       m_meshnode->updateAbsolutePosition();
+                               }
+                       }
+               }
+               if(m_animated_meshnode){
+                       if(parent_bone){
+                               m_animated_meshnode->setParent(parent_bone);
+                               m_animated_meshnode->setPosition(m_attachment_position);
+                               m_animated_meshnode->setRotation(m_attachment_rotation);
+                               m_animated_meshnode->updateAbsolutePosition();
                        }
-                       if(m_animated_meshnode){
-                               if(parent_bone){
-                                       m_animated_meshnode->setParent(parent_bone);
+                       else
+                       {
+                               if(parent_mesh){
+                                       m_animated_meshnode->setParent(parent_mesh);
                                        m_animated_meshnode->setPosition(m_attachment_position);
                                        m_animated_meshnode->setRotation(m_attachment_rotation);
                                        m_animated_meshnode->updateAbsolutePosition();
                                }
-                               else
-                               {
-                                       if(parent_mesh){
-                                               m_animated_meshnode->setParent(parent_mesh);
-                                               m_animated_meshnode->setPosition(m_attachment_position);
-                                               m_animated_meshnode->setRotation(m_attachment_rotation);
-                                               m_animated_meshnode->updateAbsolutePosition();
-                                       }
-                                       else if(parent_animated_mesh){
-                                               m_animated_meshnode->setParent(parent_animated_mesh);
-                                               m_animated_meshnode->setPosition(m_attachment_position);
-                                               m_animated_meshnode->setRotation(m_attachment_rotation);
-                                               m_animated_meshnode->updateAbsolutePosition();
-                                       }
-                                       else if(parent_sprite){
-                                               m_animated_meshnode->setParent(parent_sprite);
-                                               m_animated_meshnode->setPosition(m_attachment_position);
-                                               m_animated_meshnode->setRotation(m_attachment_rotation);
-                                               m_animated_meshnode->updateAbsolutePosition();
-                                       }
+                               else if(parent_animated_mesh){
+                                       m_animated_meshnode->setParent(parent_animated_mesh);
+                                       m_animated_meshnode->setPosition(m_attachment_position);
+                                       m_animated_meshnode->setRotation(m_attachment_rotation);
+                                       m_animated_meshnode->updateAbsolutePosition();
+                               }
+                               else if(parent_sprite){
+                                       m_animated_meshnode->setParent(parent_sprite);
+                                       m_animated_meshnode->setPosition(m_attachment_position);
+                                       m_animated_meshnode->setRotation(m_attachment_rotation);
+                                       m_animated_meshnode->updateAbsolutePosition();
                                }
                        }
-                       if(m_spritenode){
-                               if(parent_bone){
-                                       m_spritenode->setParent(parent_bone);
+               }
+               if(m_spritenode){
+                       if(parent_bone){
+                               m_spritenode->setParent(parent_bone);
+                               m_spritenode->setPosition(m_attachment_position);
+                               m_spritenode->setRotation(m_attachment_rotation);
+                               m_spritenode->updateAbsolutePosition();
+                       }
+                       else
+                       {
+                               if(parent_mesh){
+                                       m_spritenode->setParent(parent_mesh);
                                        m_spritenode->setPosition(m_attachment_position);
                                        m_spritenode->setRotation(m_attachment_rotation);
                                        m_spritenode->updateAbsolutePosition();
                                }
-                               else
-                               {
-                                       if(parent_mesh){
-                                               m_spritenode->setParent(parent_mesh);
-                                               m_spritenode->setPosition(m_attachment_position);
-                                               m_spritenode->setRotation(m_attachment_rotation);
-                                               m_spritenode->updateAbsolutePosition();
-                                       }
-                                       else if(parent_animated_mesh){
-                                               m_spritenode->setParent(parent_animated_mesh);
-                                               m_spritenode->setPosition(m_attachment_position);
-                                               m_spritenode->setRotation(m_attachment_rotation);
-                                               m_spritenode->updateAbsolutePosition();
-                                       }
-                                       else if(parent_sprite){
-                                               m_spritenode->setParent(parent_sprite);
-                                               m_spritenode->setPosition(m_attachment_position);
-                                               m_spritenode->setRotation(m_attachment_rotation);
-                                               m_spritenode->updateAbsolutePosition();
-                                       }
+                               else if(parent_animated_mesh){
+                                       m_spritenode->setParent(parent_animated_mesh);
+                                       m_spritenode->setPosition(m_attachment_position);
+                                       m_spritenode->setRotation(m_attachment_rotation);
+                                       m_spritenode->updateAbsolutePosition();
+                               }
+                               else if(parent_sprite){
+                                       m_spritenode->setParent(parent_sprite);
+                                       m_spritenode->setPosition(m_attachment_position);
+                                       m_spritenode->setRotation(m_attachment_rotation);
+                                       m_spritenode->updateAbsolutePosition();
                                }
-                       }
-                       if(m_is_local_player)
-                       {
-                               LocalPlayer *player = m_env->getLocalPlayer();
-                               player->isAttached = true;
                        }
                }
+               if(m_is_local_player)
+               {
+                       LocalPlayer *player = m_env->getLocalPlayer();
+                       player->isAttached = true;
+               }
        }
+}
 
-       void processMessage(const std::string &data)
+void GenericCAO::processMessage(const std::string &data)
+{
+       //infostream<<"GenericCAO: Got message"<<std::endl;
+       std::istringstream is(data, std::ios::binary);
+       // command
+       u8 cmd = readU8(is);
+       if(cmd == GENERIC_CMD_SET_PROPERTIES)
        {
-               //infostream<<"GenericCAO: Got message"<<std::endl;
-               std::istringstream is(data, std::ios::binary);
-               // command
-               u8 cmd = readU8(is);
-               if(cmd == GENERIC_CMD_SET_PROPERTIES)
-               {
-                       m_prop = gob_read_set_properties(is);
-
-                       m_selection_box = m_prop.collisionbox;
-                       m_selection_box.MinEdge *= BS;
-                       m_selection_box.MaxEdge *= BS;
-                               
-                       m_tx_size.X = 1.0 / m_prop.spritediv.X;
-                       m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
-
-                       if(!m_initial_tx_basepos_set){
-                               m_initial_tx_basepos_set = true;
-                               m_tx_basepos = m_prop.initial_sprite_basepos;
-                       }
-                       
-                       expireVisuals();
-               }
-               else if(cmd == GENERIC_CMD_UPDATE_POSITION)
-               {
-                       // Not sent by the server if this object is an attachment.
-                       // We might however get here if the server notices the object being detached before the client.
-                       m_position = readV3F1000(is);
-                       m_velocity = readV3F1000(is);
-                       m_acceleration = readV3F1000(is);
-                       if(fabs(m_prop.automatic_rotate) < 0.001)
-                               m_yaw = readF1000(is);
-                       else
-                               readF1000(is);
-                       bool do_interpolate = readU8(is);
-                       bool is_end_position = readU8(is);
-                       float update_interval = readF1000(is);
-
-                       // Place us a bit higher if we're physical, to not sink into
-                       // the ground due to sucky collision detection...
-                       if(m_prop.physical)
-                               m_position += v3f(0,0.002,0);
-
-                       if(getParent() != NULL) // Just in case
-                               return;
-
-                       if(do_interpolate){
-                               if(!m_prop.physical)
-                                       pos_translator.update(m_position, is_end_position, update_interval);
-                       } else {
-                               pos_translator.init(m_position);
-                       }
-                       updateNodePos();
-               }
-               else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
-               {
-                       std::string mod = deSerializeString(is);
-                       updateTextures(mod);
-               }
-               else if(cmd == GENERIC_CMD_SET_SPRITE)
-               {
-                       v2s16 p = readV2S16(is);
-                       int num_frames = readU16(is);
-                       float framelength = readF1000(is);
-                       bool select_horiz_by_yawpitch = readU8(is);
-                       
-                       m_tx_basepos = p;
-                       m_anim_num_frames = num_frames;
-                       m_anim_framelength = framelength;
-                       m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
+               m_prop = gob_read_set_properties(is);
+
+               m_selection_box = m_prop.collisionbox;
+               m_selection_box.MinEdge *= BS;
+               m_selection_box.MaxEdge *= BS;
+
+               m_tx_size.X = 1.0 / m_prop.spritediv.X;
+               m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
 
-                       updateTexturePos();
+               if(!m_initial_tx_basepos_set){
+                       m_initial_tx_basepos_set = true;
+                       m_tx_basepos = m_prop.initial_sprite_basepos;
                }
-               else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
-               {
-                       float override_speed = readF1000(is);
-                       float override_jump = readF1000(is);
-                       float override_gravity = readF1000(is);
-                       // these are sent inverted so we get true when the server sends nothing
-                       bool sneak = !readU8(is);
-                       bool sneak_glitch = !readU8(is);
-                       
 
-                       if(m_is_local_player)
-                       {
-                               LocalPlayer *player = m_env->getLocalPlayer();
-                               player->physics_override_speed = override_speed;
-                               player->physics_override_jump = override_jump;
-                               player->physics_override_gravity = override_gravity;
-                               player->physics_override_sneak = sneak;
-                               player->physics_override_sneak_glitch = sneak_glitch;
-                       }
+               expireVisuals();
+       }
+       else if(cmd == GENERIC_CMD_UPDATE_POSITION)
+       {
+               // Not sent by the server if this object is an attachment.
+               // We might however get here if the server notices the object being detached before the client.
+               m_position = readV3F1000(is);
+               m_velocity = readV3F1000(is);
+               m_acceleration = readV3F1000(is);
+               if(fabs(m_prop.automatic_rotate) < 0.001)
+                       m_yaw = readF1000(is);
+               else
+                       readF1000(is);
+               bool do_interpolate = readU8(is);
+               bool is_end_position = readU8(is);
+               float update_interval = readF1000(is);
+
+               // Place us a bit higher if we're physical, to not sink into
+               // the ground due to sucky collision detection...
+               if(m_prop.physical)
+                       m_position += v3f(0,0.002,0);
+
+               if(getParent() != NULL) // Just in case
+                       return;
+
+               if(do_interpolate){
+                       if(!m_prop.physical)
+                               pos_translator.update(m_position, is_end_position, update_interval);
+               } else {
+                       pos_translator.init(m_position);
                }
-               else if(cmd == GENERIC_CMD_SET_ANIMATION)
+               updateNodePos();
+       }
+       else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
+       {
+               std::string mod = deSerializeString(is);
+               updateTextures(mod);
+       }
+       else if(cmd == GENERIC_CMD_SET_SPRITE)
+       {
+               v2s16 p = readV2S16(is);
+               int num_frames = readU16(is);
+               float framelength = readF1000(is);
+               bool select_horiz_by_yawpitch = readU8(is);
+
+               m_tx_basepos = p;
+               m_anim_num_frames = num_frames;
+               m_anim_framelength = framelength;
+               m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
+
+               updateTexturePos();
+       }
+       else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
+       {
+               float override_speed = readF1000(is);
+               float override_jump = readF1000(is);
+               float override_gravity = readF1000(is);
+               // these are sent inverted so we get true when the server sends nothing
+               bool sneak = !readU8(is);
+               bool sneak_glitch = !readU8(is);
+
+
+               if(m_is_local_player)
                {
-                       // TODO: change frames send as v2s32 value
-                       v2f range = readV2F1000(is);
-                       if (!m_is_local_player) {
-                               m_animation_range = v2s32((s32)range.X, (s32)range.Y);
+                       LocalPlayer *player = m_env->getLocalPlayer();
+                       player->physics_override_speed = override_speed;
+                       player->physics_override_jump = override_jump;
+                       player->physics_override_gravity = override_gravity;
+                       player->physics_override_sneak = sneak;
+                       player->physics_override_sneak_glitch = sneak_glitch;
+               }
+       }
+       else if(cmd == GENERIC_CMD_SET_ANIMATION)
+       {
+               // TODO: change frames send as v2s32 value
+               v2f range = readV2F1000(is);
+               if (!m_is_local_player) {
+                       m_animation_range = v2s32((s32)range.X, (s32)range.Y);
+                       m_animation_speed = readF1000(is);
+                       m_animation_blend = readF1000(is);
+                       updateAnimation();
+               } else {
+                       LocalPlayer *player = m_env->getLocalPlayer();
+                       if(player->last_animation == NO_ANIM) {
+                               m_animation_range = v2s32((s32)range.X, (s32)range.Y);
                                m_animation_speed = readF1000(is);
                                m_animation_blend = readF1000(is);
-                               updateAnimation();
-                       } else {
-                               LocalPlayer *player = m_env->getLocalPlayer();
-                               if(player->last_animation == NO_ANIM) {
-                                       m_animation_range = v2s32((s32)range.X, (s32)range.Y);
-                                       m_animation_speed = readF1000(is);
-                                       m_animation_blend = readF1000(is);
-                               }
-                               // update animation only if local animations present
-                               // and received animation is unknown (except idle animation)
-                               bool is_known = false;
-                               for (int i = 1;i<4;i++) {
-                                       if(m_animation_range.Y == player->local_animations[i].Y)
-                                               is_known = true;
-                               }
-                               if(!is_known ||
-                                       (player->local_animations[1].Y + player->local_animations[2].Y < 1)) {
-                                               updateAnimation();
-                               }
                        }
-               }
-               else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
-               {
-                       std::string bone = deSerializeString(is);
-                       v3f position = readV3F1000(is);
-                       v3f rotation = readV3F1000(is);
-                       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
-
-                       updateBonePosition();
-               }
-               else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
-               {
-                       // If an entry already exists for this object, delete it first to avoid duplicates
-                       for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
-                       {
-                               if(ii->X == getId()) // This is the ID of our object
-                               {
-                                       m_env->attachment_list.erase(ii);
-                                       break;
-                               }
+                       // update animation only if local animations present
+                       // and received animation is unknown (except idle animation)
+                       bool is_known = false;
+                       for (int i = 1;i<4;i++) {
+                               if(m_animation_range.Y == player->local_animations[i].Y)
+                                       is_known = true;
                        }
-                       m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
-                       m_attachment_bone = deSerializeString(is);
-                       m_attachment_position = readV3F1000(is);
-                       m_attachment_rotation = readV3F1000(is);
-
-                       updateAttachments();
-               }
-               else if(cmd == GENERIC_CMD_PUNCHED)
-               {
-                       /*s16 damage =*/ readS16(is);
-                       s16 result_hp = readS16(is);
-
-                       // Use this instead of the send damage to not interfere with prediction
-                       s16 damage = m_hp - result_hp;
-
-                       m_hp = result_hp;
-
-                       if (damage > 0) {
-                               if (m_hp <= 0) {
-                                       // TODO: Execute defined fast response
-                                       // As there is no definition, make a smoke puff
-                                       ClientSimpleObject *simple = createSmokePuff(
-                                                       m_smgr, m_env, m_position,
-                                                       m_prop.visual_size * BS);
-                                       m_env->addSimpleObject(simple);
-                               } else {
-                                       // TODO: Execute defined fast response
-                                       // Flashing shall suffice as there is no definition
-                                       m_reset_textures_timer = 0.05;
-                                       if(damage >= 2)
-                                               m_reset_textures_timer += 0.05 * damage;
-                                       updateTextures("^[brighten");
-                               }
+                       if(!is_known ||
+                                       (player->local_animations[1].Y + player->local_animations[2].Y < 1))
+                       {
+                                       updateAnimation();
                        }
                }
-               else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
+       }
+       else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
+       {
+               std::string bone = deSerializeString(is);
+               v3f position = readV3F1000(is);
+               v3f rotation = readV3F1000(is);
+               m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+
+               updateBonePosition();
+       }
+       else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
+       {
+               // If an entry already exists for this object, delete it first to avoid duplicates
+               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
                {
-                       m_armor_groups.clear();
-                       int armor_groups_size = readU16(is);
-                       for(int i=0; i<armor_groups_size; i++){
-                               std::string name = deSerializeString(is);
-                               int rating = readS16(is);
-                               m_armor_groups[name] = rating;
+                       if(ii->X == getId()) // This is the ID of our object
+                       {
+                               m_env->attachment_list.erase(ii);
+                               break;
                        }
                }
+               m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
+               m_attachment_bone = deSerializeString(is);
+               m_attachment_position = readV3F1000(is);
+               m_attachment_rotation = readV3F1000(is);
+
+               updateAttachments();
        }
-       
-       bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
-                       float time_from_last_punch=1000000)
+       else if(cmd == GENERIC_CMD_PUNCHED)
        {
-               assert(punchitem);
-               const ToolCapabilities *toolcap =
-                               &punchitem->getToolCapabilities(m_gamedef->idef());
-               PunchDamageResult result = getPunchDamage(
-                               m_armor_groups,
-                               toolcap,
-                               punchitem,
-                               time_from_last_punch);
-
-               if(result.did_punch && result.damage != 0)
-               {
-                       if(result.damage < m_hp){
-                               m_hp -= result.damage;
-                       } else {
-                               m_hp = 0;
+               /*s16 damage =*/ readS16(is);
+               s16 result_hp = readS16(is);
+
+               // Use this instead of the send damage to not interfere with prediction
+               s16 damage = m_hp - result_hp;
+
+               m_hp = result_hp;
+
+               if (damage > 0) {
+                       if (m_hp <= 0) {
                                // TODO: Execute defined fast response
                                // As there is no definition, make a smoke puff
                                ClientSimpleObject *simple = createSmokePuff(
                                                m_smgr, m_env, m_position,
                                                m_prop.visual_size * BS);
                                m_env->addSimpleObject(simple);
+                       } else {
+                               // TODO: Execute defined fast response
+                               // Flashing shall suffice as there is no definition
+                               m_reset_textures_timer = 0.05;
+                               if(damage >= 2)
+                                       m_reset_textures_timer += 0.05 * damage;
+                               updateTextures("^[brighten");
                        }
-                       // TODO: Execute defined fast response
-                       // Flashing shall suffice as there is no definition
-                       m_reset_textures_timer = 0.05;
-                       if(result.damage >= 2)
-                               m_reset_textures_timer += 0.05 * result.damage;
-                       updateTextures("^[brighten");
                }
-               
-               return false;
        }
+       else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
+       {
+               m_armor_groups.clear();
+               int armor_groups_size = readU16(is);
+               for(int i=0; i<armor_groups_size; i++){
+                       std::string name = deSerializeString(is);
+                       int rating = readS16(is);
+                       m_armor_groups[name] = rating;
+               }
+       }
+}
        
-       std::string debugInfoText()
+bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
+               float time_from_last_punch)
+{
+       assert(punchitem);
+       const ToolCapabilities *toolcap =
+                       &punchitem->getToolCapabilities(m_gamedef->idef());
+       PunchDamageResult result = getPunchDamage(
+                       m_armor_groups,
+                       toolcap,
+                       punchitem,
+                       time_from_last_punch);
+
+       if(result.did_punch && result.damage != 0)
        {
-               std::ostringstream os(std::ios::binary);
-               os<<"GenericCAO hp="<<m_hp<<"\n";
-               os<<"armor={";
-               for(ItemGroupList::const_iterator i = m_armor_groups.begin();
-                               i != m_armor_groups.end(); i++){
-                       os<<i->first<<"="<<i->second<<", ";
+               if(result.damage < m_hp){
+                       m_hp -= result.damage;
+               } else {
+                       m_hp = 0;
+                       // TODO: Execute defined fast response
+                       // As there is no definition, make a smoke puff
+                       ClientSimpleObject *simple = createSmokePuff(
+                                       m_smgr, m_env, m_position,
+                                       m_prop.visual_size * BS);
+                       m_env->addSimpleObject(simple);
                }
-               os<<"}";
-               return os.str();
+               // TODO: Execute defined fast response
+               // Flashing shall suffice as there is no definition
+               m_reset_textures_timer = 0.05;
+               if(result.damage >= 2)
+                       m_reset_textures_timer += 0.05 * result.damage;
+               updateTextures("^[brighten");
        }
-};
 
-// Prototype
-GenericCAO proto_GenericCAO(NULL, NULL);
+       return false;
+}
 
+std::string GenericCAO::debugInfoText()
+{
+       std::ostringstream os(std::ios::binary);
+       os<<"GenericCAO hp="<<m_hp<<"\n";
+       os<<"armor={";
+       for(ItemGroupList::const_iterator i = m_armor_groups.begin();
+                       i != m_armor_groups.end(); i++){
+               os<<i->first<<"="<<i->second<<", ";
+       }
+       os<<"}";
+       return os.str();
+}
 
+// Prototype
+GenericCAO proto_GenericCAO(NULL, NULL);
index 441c74922031dd9df168f23adecc82d0240b8028..1e55babf2fd0c6fbfdf4adb563208c8a41e46544 100644 (file)
@@ -20,5 +20,179 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef CONTENT_CAO_HEADER
 #define CONTENT_CAO_HEADER
 
+#include <map>
+#include "irrlichttypes_extrabloated.h"
+#include "content_object.h"
+#include "clientobject.h"
+#include "object_properties.h"
+#include "itemgroup.h"
+
+/*
+       SmoothTranslator
+*/
+
+struct SmoothTranslator
+{
+       v3f vect_old;
+       v3f vect_show;
+       v3f vect_aim;
+       f32 anim_counter;
+       f32 anim_time;
+       f32 anim_time_counter;
+       bool aim_is_end;
+
+       SmoothTranslator();
+
+       void init(v3f vect);
+
+       void sharpen();
+
+       void update(v3f vect_new, bool is_end_position=false, float update_interval=-1);
+
+       void translate(f32 dtime);
+
+       bool is_moving();
+};
+
+class GenericCAO : public ClientActiveObject
+{
+private:
+       // Only set at initialization
+       std::string m_name;
+       bool m_is_player;
+       bool m_is_local_player;
+       int m_id;
+       // Property-ish things
+       ObjectProperties m_prop;
+       //
+       scene::ISceneManager *m_smgr;
+       IrrlichtDevice *m_irr;
+       core::aabbox3d<f32> m_selection_box;
+       scene::IMeshSceneNode *m_meshnode;
+       scene::IAnimatedMeshSceneNode *m_animated_meshnode;
+       scene::IBillboardSceneNode *m_spritenode;
+       scene::ITextSceneNode* m_textnode;
+       v3f m_position;
+       v3f m_velocity;
+       v3f m_acceleration;
+       float m_yaw;
+       s16 m_hp;
+       SmoothTranslator pos_translator;
+       // Spritesheet/animation stuff
+       v2f m_tx_size;
+       v2s16 m_tx_basepos;
+       bool m_initial_tx_basepos_set;
+       bool m_tx_select_horiz_by_yawpitch;
+       v2s32 m_animation_range;
+       int m_animation_speed;
+       int m_animation_blend;
+       std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
+       std::string m_attachment_bone;
+       v3f m_attachment_position;
+       v3f m_attachment_rotation;
+       bool m_attached_to_local;
+       int m_anim_frame;
+       int m_anim_num_frames;
+       float m_anim_framelength;
+       float m_anim_timer;
+       ItemGroupList m_armor_groups;
+       float m_reset_textures_timer;
+       bool m_visuals_expired;
+       float m_step_distance_counter;
+       u8 m_last_light;
+       bool m_is_visible;
+
+public:
+       GenericCAO(IGameDef *gamedef, ClientEnvironment *env);
+
+       ~GenericCAO();
+
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new GenericCAO(gamedef, env);
+       }
+
+       inline u8 getType() const
+       {
+               return ACTIVEOBJECT_TYPE_GENERIC;
+       }
+
+       void initialize(const std::string &data);
+
+       ClientActiveObject *getParent();
+
+       bool getCollisionBox(aabb3f *toset);
+
+       bool collideWithObjects();
+
+       core::aabbox3d<f32>* getSelectionBox();
+
+       v3f getPosition();
+
+       scene::IMeshSceneNode *getMeshSceneNode();
+
+       scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
+
+       scene::IBillboardSceneNode *getSpriteSceneNode();
+
+       inline bool isPlayer() const
+       {
+               return m_is_player;
+       }
+
+       inline bool isLocalPlayer() const
+       {
+               return m_is_local_player;
+       }
+
+       inline bool isVisible() const
+       {
+               return m_is_visible;
+       }
+
+       inline void setVisible(bool toset)
+       {
+               m_is_visible = toset;
+       }
+
+       void setAttachments();
+
+       void removeFromScene(bool permanent);
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                       IrrlichtDevice *irr);
+
+       inline void expireVisuals()
+       {
+               m_visuals_expired = true;
+       }
+
+       void updateLight(u8 light_at_pos);
+
+       v3s16 getLightPosition();
+
+       void updateNodePos();
+
+       void step(float dtime, ClientEnvironment *env);
+
+       void updateTexturePos();
+
+       void updateTextures(const std::string &mod);
+
+       void updateAnimation();
+
+       void updateBonePosition();
+
+       void updateAttachments();
+
+       void processMessage(const std::string &data);
+
+       bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
+                       float time_from_last_punch=1000000);
+
+       std::string debugInfoText();
+};
+
+
 #endif