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Change ContentFeatures array to a vector
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7 changed files with 162 additions and 115 deletions
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@ -35,19 +35,23 @@ class INodeDefManager;
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- Tile = TileSpec at some side of a node of some content type
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*/
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typedef u16 content_t;
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#define MAX_CONTENT 0xfff
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/*
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Ignored node.
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Anything that stores MapNodes doesn't have to preserve parameters
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associated with this material.
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Doesn't create faces with anything and is considered being
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out-of-map in the game map.
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The maximum node ID that can be registered by mods. This must
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be significantly lower than the maximum content_t value, so that
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there is enough room for dummy node IDs, which are created when
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a MapBlock containing unknown node names is loaded from disk.
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*/
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#define CONTENT_IGNORE 127
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#define CONTENT_IGNORE_DEFAULT_PARAM 0
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#define MAX_REGISTERED_CONTENT 0xfffU
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/*
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A solid walkable node with the texture unknown_node.png.
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For example, used on the client to display unregistered node IDs
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(instead of expanding the vector of node definitions each time
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such a node is received).
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*/
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#define CONTENT_UNKNOWN 125
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/*
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The common material through which the player can walk and which
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@ -55,6 +59,18 @@ typedef u16 content_t;
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*/
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#define CONTENT_AIR 126
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/*
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Ignored node.
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Unloaded chunks are considered to consist of this. Several other
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methods return this when an error occurs. Also, during
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map generation this means the node has not been set yet.
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Doesn't create faces with anything and is considered being
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out-of-map in the game map.
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*/
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#define CONTENT_IGNORE 127
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enum LightBank
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{
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LIGHTBANK_DAY,
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