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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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@ -36,7 +36,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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RollbackNode::RollbackNode(Map *map, v3s16 p, IGameDef *gamedef)
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{
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INodeDefManager *ndef = gamedef->ndef();
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const NodeDefManager *ndef = gamedef->ndef();
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MapNode n = map->getNodeNoEx(p);
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name = ndef->get(n).name;
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param1 = n.param1;
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@ -90,7 +90,7 @@ bool RollbackAction::isImportant(IGameDef *gamedef) const
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// If metadata differs, action is always important
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if(n_old.meta != n_new.meta)
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return true;
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INodeDefManager *ndef = gamedef->ndef();
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const NodeDefManager *ndef = gamedef->ndef();
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// Both are of the same name, so a single definition is needed
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const ContentFeatures &def = ndef->get(n_old.name);
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// If the type is flowing liquid, action is not important
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@ -128,7 +128,7 @@ bool RollbackAction::applyRevert(Map *map, InventoryManager *imgr, IGameDef *gam
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case TYPE_NOTHING:
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return true;
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case TYPE_SET_NODE: {
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INodeDefManager *ndef = gamedef->ndef();
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const NodeDefManager *ndef = gamedef->ndef();
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// Make sure position is loaded from disk
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map->emergeBlock(getContainerPos(p, MAP_BLOCKSIZE), false);
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// Check current node
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