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Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h and refactored some other code into calls of that
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parent
a4a2c34831
commit
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8 changed files with 66 additions and 145 deletions
24
src/player.h
24
src/player.h
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@ -126,7 +126,10 @@ public:
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virtual bool isLocal() const = 0;
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virtual void updateLight(u8 light_at_pos) {};
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virtual void updateLight(u8 light_at_pos)
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{
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light = light_at_pos;
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}
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// NOTE: Use peer_id == 0 for disconnected
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/*virtual bool isClientConnected() { return false; }
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@ -149,6 +152,8 @@ public:
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bool swimming_up;
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bool is_frozen;
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u8 light;
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Inventory inventory;
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// Actual inventory is backed up here when creative mode is used
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Inventory *inventory_backup;
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@ -266,25 +271,14 @@ public:
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virtual void updateLight(u8 light_at_pos)
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{
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Player::updateLight(light_at_pos);
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if(m_node == NULL)
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return;
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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scene::IMesh *mesh = m_node->getMesh();
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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setMeshVerticesColor(m_node->getMesh(), color);
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}
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void move(f32 dtime, Map &map, f32 pos_max_d);
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