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player class cleanup
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@ -9,7 +9,7 @@
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namespace MWWorld
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{
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Player::Player (MWRender::Player *renderer, const ESM::NPC *player, MWWorld::World& world) :
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mCellStore (0), mRenderer (renderer), mWorld (world), mClass (0), mCollisionMode (true),
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mCellStore (0), mRenderer (renderer), mWorld (world), mClass (0),
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mAutoMove (false), mForwardBackward (0)
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{
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mPlayer.base = player;
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@ -37,27 +37,6 @@ namespace MWWorld
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-mPlayer.ref.pos.pos[1]));
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}
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void Player::moveRel (float &relX, float &relY, float &relZ)
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{
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// Move camera relative to its own direction
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mRenderer->getCamera()->moveRelative (Ogre::Vector3(relX,0,relZ));
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// Up/down movement is always done relative the world axis.
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mRenderer->getCamera()->move (Ogre::Vector3(0,relY,0));
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// Get new camera position, converting back to MW coords.
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Ogre::Vector3 pos = mRenderer->getCamera()->getPosition();
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relX = pos[0];
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relY = -pos[2];
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relZ = pos[1];
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// TODO: Collision detection must be used to find the REAL new
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// position, if mCollisionMode==true
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// Set the position
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setPos(relX, relY, relZ);
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}
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void Player::setClass (const ESM::Class& class_)
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{
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ESM::Class *new_class = new ESM::Class (class_);
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@ -29,7 +29,6 @@ namespace MWWorld
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std::string mRace;
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std::string mBirthsign;
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ESM::Class *mClass;
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bool mCollisionMode;
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bool mAutoMove;
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int mForwardBackward;
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@ -47,10 +46,6 @@ namespace MWWorld
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mCellStore = cellStore;
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}
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/// Move the player relative to her own position and
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/// orientation. After the call, the new position is returned.
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void moveRel (float &relX, float &relY, float &relZ);
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MWWorld::Ptr getPlayer()
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{
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MWWorld::Ptr ptr (&mPlayer, mCellStore);
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@ -106,11 +101,6 @@ namespace MWWorld
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return *mClass;
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}
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void toggleCollisionMode()
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{
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mCollisionMode = !mCollisionMode;
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}
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bool getAutoMove()
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{
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return mAutoMove;
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