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https://github.com/luanti-org/luanti.git
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Fix some minor code issues all over the place
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parent
289425f6bd
commit
74762470b2
19 changed files with 45 additions and 109 deletions
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@ -1165,7 +1165,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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}
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}
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if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
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if (!getParent() && node && fabs(m_prop.automatic_rotate) > 0.001f) {
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// This is the child node's rotation. It is only used for automatic_rotate.
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v3f local_rot = node->getRotation();
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local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
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@ -1174,7 +1174,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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}
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if (!getParent() && m_prop.automatic_face_movement_dir &&
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(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
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(fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
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float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
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+ m_prop.automatic_face_movement_dir_offset;
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float max_rotation_per_sec =
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@ -186,7 +186,7 @@ struct LocalFormspecHandler : public TextDest
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return;
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}
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if (m_client && m_client->modsLoaded())
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if (m_client->modsLoaded())
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m_client->getScript()->on_formspec_input(m_formname, fields);
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}
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@ -583,7 +583,7 @@ public:
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virtual IShaderConstantSetter* create()
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{
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GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
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auto *scs = new GameGlobalShaderConstantSetter(
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m_sky, m_force_fog_off, m_fog_range, m_client);
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if (!m_sky)
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created_nosky.push_back(scs);
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@ -1338,7 +1338,7 @@ bool Game::createClient(const GameStartData &start_data)
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return false;
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}
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GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
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auto *scsf = new GameGlobalShaderConstantSetterFactory(
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&m_flags.force_fog_off, &runData.fog_range, client);
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shader_src->addShaderConstantSetterFactory(scsf);
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@ -1348,20 +1348,14 @@ bool Game::createClient(const GameStartData &start_data)
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/* Camera
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*/
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camera = new Camera(*draw_control, client);
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if (!camera || !camera->successfullyCreated(*error_message))
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if (!camera->successfullyCreated(*error_message))
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return false;
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client->setCamera(camera);
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/* Clouds
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*/
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if (m_cache_enable_clouds) {
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if (m_cache_enable_clouds)
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clouds = new Clouds(smgr, -1, time(0));
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if (!clouds) {
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*error_message = "Memory allocation error (clouds)";
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errorstream << *error_message << std::endl;
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return false;
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}
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}
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/* Skybox
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*/
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@ -1369,12 +1363,6 @@ bool Game::createClient(const GameStartData &start_data)
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scsf->setSky(sky);
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skybox = NULL; // This is used/set later on in the main run loop
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if (!sky) {
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*error_message = "Memory allocation error sky";
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errorstream << *error_message << std::endl;
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return false;
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}
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/* Pre-calculated values
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*/
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video::ITexture *t = texture_src->getTexture("crack_anylength.png");
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@ -1404,12 +1392,6 @@ bool Game::createClient(const GameStartData &start_data)
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hud = new Hud(guienv, client, player, &player->inventory);
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if (!hud) {
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*error_message = "Memory error: could not create HUD";
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errorstream << *error_message << std::endl;
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return false;
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}
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mapper = client->getMinimap();
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if (mapper && client->modsLoaded())
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@ -1431,11 +1413,6 @@ bool Game::initGui()
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// Chat backend and console
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gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
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-1, chat_backend, client, &g_menumgr);
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if (!gui_chat_console) {
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*error_message = "Could not allocate memory for chat console";
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errorstream << *error_message << std::endl;
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return false;
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}
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#ifdef HAVE_TOUCHSCREENGUI
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@ -1492,9 +1469,6 @@ bool Game::connectToServer(const GameStartData &start_data,
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itemdef_manager, nodedef_manager, sound, eventmgr,
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connect_address.isIPv6(), m_game_ui.get());
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if (!client)
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return false;
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client->m_simple_singleplayer_mode = simple_singleplayer_mode;
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infostream << "Connecting to server at ";
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@ -1055,9 +1055,9 @@ void drawItemStack(
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if (def.type == ITEM_TOOL && item.wear != 0) {
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// Draw a progressbar
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float barheight = rect.getHeight() / 16;
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float barpad_x = rect.getWidth() / 16;
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float barpad_y = rect.getHeight() / 16;
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float barheight = static_cast<float>(rect.getHeight()) / 16;
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float barpad_x = static_cast<float>(rect.getWidth()) / 16;
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float barpad_y = static_cast<float>(rect.getHeight()) / 16;
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core::rect<s32> progressrect(
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rect.UpperLeftCorner.X + barpad_x,
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@ -1201,13 +1201,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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MapBlockMesh::~MapBlockMesh()
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{
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for (scene::IMesh *m : m_mesh) {
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if (m_enable_vbo && m)
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if (m_enable_vbo) {
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for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
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scene::IMeshBuffer *buf = m->getMeshBuffer(i);
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RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
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}
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}
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m->drop();
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m = NULL;
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}
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delete m_minimap_mapblock;
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}
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@ -1633,6 +1633,13 @@ bool TextureSource::generateImagePart(std::string part_of_name,
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/* IMPORTANT: When changing this, getTextureForMesh() needs to be
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* updated too. */
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if (!baseimg) {
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errorstream << "generateImagePart(): baseimg == NULL "
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<< "for part_of_name=\"" << part_of_name
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<< "\", cancelling." << std::endl;
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return false;
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}
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// Apply the "clean transparent" filter, if configured.
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if (g_settings->getBool("texture_clean_transparent"))
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imageCleanTransparent(baseimg, 127);
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