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Node definition manager refactor (#7016)
* Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager
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61 changed files with 583 additions and 457 deletions
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@ -70,7 +70,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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v3s16(-1, 0, -1)
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};
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INodeDefManager *nodemgr = m_client->ndef();
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const NodeDefManager *nodemgr = m_client->ndef();
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MapNode node;
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bool is_valid_position;
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bool new_sneak_node_exists = m_sneak_node_exists;
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@ -181,7 +181,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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}
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Map *map = &env->getMap();
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INodeDefManager *nodemgr = m_client->ndef();
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const NodeDefManager *nodemgr = m_client->ndef();
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v3f position = getPosition();
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@ -762,7 +762,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info)
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{
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Map *map = &env->getMap();
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INodeDefManager *nodemgr = m_client->ndef();
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const NodeDefManager *nodemgr = m_client->ndef();
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v3f position = getPosition();
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@ -1063,7 +1063,7 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
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float slip_factor = 1.0f;
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// Slip on slippery nodes
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const INodeDefManager *nodemgr = env->getGameDef()->ndef();
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const NodeDefManager *nodemgr = env->getGameDef()->ndef();
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Map *map = &env->getMap();
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const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
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floatToInt(getPosition() - v3f(0, 0.05f * BS, 0), BS)));
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