|
@@ -541,13 +541,13 @@ void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_ |
|
|
m_animation_sent = false; |
|
|
} |
|
|
|
|
|
void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation) |
|
|
void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation) |
|
|
{ |
|
|
m_bone_position[bone] = core::vector2d<v3f>(position, rotation); |
|
|
m_bone_position_sent = false; |
|
|
} |
|
|
|
|
|
void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) |
|
|
void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation) |
|
|
{ |
|
|
// Attachments need to be handled on both the server and client. |
|
|
// If we just attach on the server, we can only copy the position of the parent. Attachments |
|
@@ -1142,14 +1142,14 @@ void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_ble |
|
|
m_animation_sent = false; |
|
|
} |
|
|
|
|
|
void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation) |
|
|
void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation) |
|
|
{ |
|
|
// store these so they can be updated to clients |
|
|
m_bone_position[bone] = core::vector2d<v3f>(position, rotation); |
|
|
m_bone_position_sent = false; |
|
|
} |
|
|
|
|
|
void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) |
|
|
void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation) |
|
|
{ |
|
|
// Attachments need to be handled on both the server and client. |
|
|
// If we just attach on the server, we can only copy the position of the parent. Attachments |
|
|