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Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuff
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src/mapnode_contentfeatures.h
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338
src/mapnode_contentfeatures.h
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/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MAPNODE_CONTENTFEATURES_HEADER
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#define MAPNODE_CONTENTFEATURES_HEADER
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#include "common_irrlicht.h"
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#include <string>
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#include "mapnode.h"
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#ifndef SERVER
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#include "tile.h"
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#endif
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/*
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Content feature list
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Used for determining properties of MapNodes by content type without
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storing such properties in the nodes itself.
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*/
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/*
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Initialize content feature table.
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Must be called before accessing the table.
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*/
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void init_contentfeatures();
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enum ContentParamType
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{
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CPT_NONE,
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CPT_LIGHT,
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CPT_MINERAL,
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// Direction for chests and furnaces and such
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CPT_FACEDIR_SIMPLE
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};
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enum LiquidType
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{
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LIQUID_NONE,
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LIQUID_FLOWING,
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LIQUID_SOURCE
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};
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struct MapNode;
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class NodeMetadata;
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struct ContentFeatures
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{
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#ifndef SERVER
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/*
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0: up
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1: down
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2: right
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3: left
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4: back
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5: front
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*/
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TileSpec tiles[6];
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video::ITexture *inventory_texture;
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// Used currently for flowing liquids
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u8 vertex_alpha;
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// Post effect color, drawn when the camera is inside the node.
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video::SColor post_effect_color;
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// Special irrlicht material, used sometimes
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video::SMaterial *special_material;
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video::SMaterial *special_material2;
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AtlasPointer *special_atlas;
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#endif
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// List of all block textures that have been used (value is dummy)
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// Exists on server too for cleaner code in content_mapnode.cpp
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core::map<std::string, bool> used_texturenames;
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// Type of MapNode::param1
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ContentParamType param_type;
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// True for all ground-like things like stone and mud, false for eg. trees
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bool is_ground_content;
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bool light_propagates;
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bool sunlight_propagates;
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u8 solidness; // Used when choosing which face is drawn
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u8 visual_solidness; // When solidness=0, this tells how it looks like
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// This is used for collision detection.
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// Also for general solidness queries.
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bool walkable;
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// Player can point to these
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bool pointable;
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// Player can dig these
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bool diggable;
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// Player can climb these
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bool climbable;
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// Player can build on these
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bool buildable_to;
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// Whether the node has no liquid, source liquid or flowing liquid
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enum LiquidType liquid_type;
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// If true, param2 is set to direction when placed. Used for torches.
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// NOTE: the direction format is quite inefficient and should be changed
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bool wall_mounted;
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// If true, node is equivalent to air. Torches are, air is. Water is not.
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// Is used for example to check whether a mud block can have grass on.
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bool air_equivalent;
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// Whether this content type often contains mineral.
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// Used for texture atlas creation.
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// Currently only enabled for CONTENT_STONE.
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bool often_contains_mineral;
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// Inventory item string as which the node appears in inventory when dug.
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// Mineral overrides this.
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std::string dug_item;
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// Extra dug item and its rarity
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std::string extra_dug_item;
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s32 extra_dug_item_rarity;
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// Initial metadata is cloned from this
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NodeMetadata *initial_metadata;
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// If the content is liquid, this is the flowing version of the liquid.
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// If content is liquid, this is the same content.
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content_t liquid_alternative_flowing;
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// If the content is liquid, this is the source version of the liquid.
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content_t liquid_alternative_source;
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// Viscosity for fluid flow, ranging from 1 to 7, with
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// 1 giving almost instantaneous propagation and 7 being
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// the slowest possible
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u8 liquid_viscosity;
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// Amount of light the node emits
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u8 light_source;
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// Digging properties for different tools
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DiggingPropertiesList digging_properties;
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u32 damage_per_second;
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// NOTE: Move relevant properties to here from elsewhere
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void reset()
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{
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#ifndef SERVER
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inventory_texture = NULL;
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vertex_alpha = 255;
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post_effect_color = video::SColor(0, 0, 0, 0);
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special_material = NULL;
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special_material2 = NULL;
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special_atlas = NULL;
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#endif
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param_type = CPT_NONE;
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is_ground_content = false;
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light_propagates = false;
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sunlight_propagates = false;
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solidness = 2;
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visual_solidness = 0;
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walkable = true;
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pointable = true;
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diggable = true;
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climbable = false;
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buildable_to = false;
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liquid_type = LIQUID_NONE;
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wall_mounted = false;
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air_equivalent = false;
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often_contains_mineral = false;
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dug_item = "";
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initial_metadata = NULL;
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liquid_alternative_flowing = CONTENT_IGNORE;
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liquid_alternative_source = CONTENT_IGNORE;
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liquid_viscosity = 0;
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light_source = 0;
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digging_properties.clear();
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damage_per_second = 0;
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}
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ContentFeatures()
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{
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reset();
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}
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~ContentFeatures();
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/*
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Quickhands for simple materials
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*/
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#ifdef SERVER
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void setTexture(u16 i, std::string name, u8 alpha=255)
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{}
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void setAllTextures(std::string name, u8 alpha=255)
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{}
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#else
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void setTexture(u16 i, std::string name, u8 alpha=255);
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void setAllTextures(std::string name, u8 alpha=255)
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{
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for(u16 i=0; i<6; i++)
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{
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setTexture(i, name, alpha);
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}
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// Force inventory texture too
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setInventoryTexture(name);
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}
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#endif
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#ifndef SERVER
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void setTile(u16 i, const TileSpec &tile)
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{
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tiles[i] = tile;
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}
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void setAllTiles(const TileSpec &tile)
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{
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for(u16 i=0; i<6; i++)
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{
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setTile(i, tile);
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}
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}
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#endif
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#ifdef SERVER
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void setInventoryTexture(std::string imgname)
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{}
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void setInventoryTextureCube(std::string top,
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std::string left, std::string right)
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{}
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#else
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void setInventoryTexture(std::string imgname);
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void setInventoryTextureCube(std::string top,
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std::string left, std::string right);
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#endif
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};
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/*
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Call this to access the ContentFeature list
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*/
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ContentFeatures & content_features(content_t i);
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ContentFeatures & content_features(MapNode &n);
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/*
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Here is a bunch of DEPRECATED functions.
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*/
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/*
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If true, the material allows light propagation and brightness is stored
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in param.
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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline bool light_propagates_content(content_t m)
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{
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return content_features(m).light_propagates;
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}
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/*
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If true, the material allows lossless sunlight propagation.
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NOTE: It doesn't seem to go through torches regardlessly of this
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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline bool sunlight_propagates_content(content_t m)
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{
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return content_features(m).sunlight_propagates;
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}
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/*
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On a node-node surface, the material of the node with higher solidness
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is used for drawing.
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0: Invisible
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1: Transparent
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2: Opaque
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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline u8 content_solidness(content_t m)
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{
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return content_features(m).solidness;
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}
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// Objects collide with walkable contents
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_walkable(content_t m)
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{
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return content_features(m).walkable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_liquid(content_t m)
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{
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return content_features(m).liquid_type != LIQUID_NONE;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_flowing_liquid(content_t m)
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{
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return content_features(m).liquid_type == LIQUID_FLOWING;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_liquid_source(content_t m)
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{
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return content_features(m).liquid_type == LIQUID_SOURCE;
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}
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// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
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// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline content_t make_liquid_flowing(content_t m)
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{
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u8 c = content_features(m).liquid_alternative_flowing;
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assert(c != CONTENT_IGNORE);
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return c;
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}
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// Pointable contents can be pointed to in the map
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_pointable(content_t m)
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{
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return content_features(m).pointable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_diggable(content_t m)
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{
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return content_features(m).diggable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_buildable_to(content_t m)
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{
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return content_features(m).buildable_to;
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}
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#endif
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