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C++11 patchset 9: move hardcoded init parameters to class definitions (part 1) (#5984)
* C++11 patchset 9: move hardcoded init parameters to class definitions C++11 introduced the possibility to define the default values directly in class definitions, do it on current code Also remove some unused attributes * CollisionInfo::bouncy * collisionMoveResult::collides_xy * collisionMoveResult::standing_on_unloaded * Clouds::speed * More constructor cleanups + some variables removal * remove only write guiFormSpecMenu::m_old_tooltip * move header included inside defintions in genericobject.h * remove some unused since years exception classes * remove unused & empty debug_stacks_init * remove unused & empty content_nodemeta_serialize_legacy * remove forgotten useless bool (bouncy) in collision.cpp code
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50 changed files with 331 additions and 751 deletions
32
src/camera.h
32
src/camera.h
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@ -168,12 +168,12 @@ public:
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private:
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// Nodes
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scene::ISceneNode* m_playernode;
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scene::ISceneNode* m_headnode;
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scene::ICameraSceneNode* m_cameranode;
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scene::ISceneNode *m_playernode = nullptr;
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scene::ISceneNode *m_headnode = nullptr;
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scene::ICameraSceneNode *m_cameranode = nullptr;
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scene::ISceneManager* m_wieldmgr;
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WieldMeshSceneNode* m_wieldnode;
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scene::ISceneManager *m_wieldmgr = nullptr;
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WieldMeshSceneNode *m_wieldnode = nullptr;
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// draw control
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MapDrawControl& m_draw_control;
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@ -189,33 +189,33 @@ private:
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v3s16 m_camera_offset;
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// Field of view and aspect ratio stuff
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f32 m_aspect;
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f32 m_fov_x;
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f32 m_fov_y;
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f32 m_aspect = 1.0f;
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f32 m_fov_x = 1.0f;
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f32 m_fov_y = 1.0f;
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// View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
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f32 m_view_bobbing_anim;
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f32 m_view_bobbing_anim = 0.0f;
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// If 0, view bobbing is off (e.g. player is standing).
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// If 1, view bobbing is on (player is walking).
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// If 2, view bobbing is getting switched off.
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s32 m_view_bobbing_state;
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s32 m_view_bobbing_state = 0;
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// Speed of view bobbing animation
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f32 m_view_bobbing_speed;
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f32 m_view_bobbing_speed = 0.0f;
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// Fall view bobbing
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f32 m_view_bobbing_fall;
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f32 m_view_bobbing_fall = 0.0f;
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// Digging animation frame (0 <= m_digging_anim < 1)
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f32 m_digging_anim;
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f32 m_digging_anim = 0.0f;
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// If -1, no digging animation
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// If 0, left-click digging animation
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// If 1, right-click digging animation
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s32 m_digging_button;
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s32 m_digging_button = -1;
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// Animation when changing wielded item
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f32 m_wield_change_timer;
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f32 m_wield_change_timer = 0.125f;
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ItemStack m_wield_item_next;
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CameraMode m_camera_mode;
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CameraMode m_camera_mode = CAMERA_MODE_FIRST;
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f32 m_cache_fall_bobbing_amount;
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f32 m_cache_view_bobbing_amount;
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