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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
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@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "clientobject.h"
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#include "object_properties.h"
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#include "itemgroup.h"
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#include "constants.h"
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class Camera;
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class Client;
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@ -39,76 +40,74 @@ struct SmoothTranslator
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v3f vect_old;
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v3f vect_show;
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v3f vect_aim;
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f32 anim_counter;
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f32 anim_counter = 0;
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f32 anim_time;
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f32 anim_time_counter;
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bool aim_is_end;
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f32 anim_time_counter = 0;
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bool aim_is_end = true;
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SmoothTranslator();
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SmoothTranslator() {};
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void init(v3f vect);
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void sharpen();
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void update(v3f vect_new, bool is_end_position=false, float update_interval=-1);
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void translate(f32 dtime);
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bool is_moving();
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};
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class GenericCAO : public ClientActiveObject
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{
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private:
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// Only set at initialization
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std::string m_name;
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bool m_is_player;
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bool m_is_local_player;
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std::string m_name = "";
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bool m_is_player = false;
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bool m_is_local_player = false;
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// Property-ish things
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ObjectProperties m_prop;
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//
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scene::ISceneManager *m_smgr;
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IrrlichtDevice *m_irr;
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Client *m_client;
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aabb3f m_selection_box;
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scene::IMeshSceneNode *m_meshnode;
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scene::IAnimatedMeshSceneNode *m_animated_meshnode;
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WieldMeshSceneNode *m_wield_meshnode;
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scene::IBillboardSceneNode *m_spritenode;
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Nametag* m_nametag;
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v3f m_position;
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scene::ISceneManager *m_smgr = nullptr;
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IrrlichtDevice *m_irr = nullptr;
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Client *m_client = nullptr;
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aabb3f m_selection_box = aabb3f(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.);
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scene::IMeshSceneNode *m_meshnode = nullptr;
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scene::IAnimatedMeshSceneNode *m_animated_meshnode = nullptr;
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WieldMeshSceneNode *m_wield_meshnode = nullptr;
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scene::IBillboardSceneNode *m_spritenode = nullptr;
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Nametag *m_nametag = nullptr;
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v3f m_position = v3f(0.0f, 10.0f * BS, 0);
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v3f m_velocity;
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v3f m_acceleration;
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float m_yaw;
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s16 m_hp;
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float m_yaw = 0.0f;
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s16 m_hp = 1;
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SmoothTranslator pos_translator;
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// Spritesheet/animation stuff
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v2f m_tx_size;
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v2f m_tx_size = v2f(1,1);
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v2s16 m_tx_basepos;
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bool m_initial_tx_basepos_set;
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bool m_tx_select_horiz_by_yawpitch;
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bool m_initial_tx_basepos_set = false;
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bool m_tx_select_horiz_by_yawpitch = false;
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v2s32 m_animation_range;
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int m_animation_speed;
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int m_animation_blend;
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bool m_animation_loop;
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int m_animation_speed = 15;
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int m_animation_blend = 0;
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bool m_animation_loop = true;
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// stores position and rotation for each bone name
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std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
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std::string m_attachment_bone;
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std::string m_attachment_bone = "";
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v3f m_attachment_position;
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v3f m_attachment_rotation;
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bool m_attached_to_local;
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int m_anim_frame;
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int m_anim_num_frames;
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float m_anim_framelength;
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float m_anim_timer;
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bool m_attached_to_local = false;
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int m_anim_frame = 0;
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int m_anim_num_frames = 1;
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float m_anim_framelength = 0.2f;
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float m_anim_timer = 0.0f;
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ItemGroupList m_armor_groups;
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float m_reset_textures_timer;
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std::string m_previous_texture_modifier; // stores texture modifier before punch update
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std::string m_current_texture_modifier; // last applied texture modifier
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bool m_visuals_expired;
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float m_step_distance_counter;
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u8 m_last_light;
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bool m_is_visible;
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float m_reset_textures_timer = -1.0f;
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// stores texture modifier before punch update
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std::string m_previous_texture_modifier = "";
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// last applied texture modifier
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std::string m_current_texture_modifier = "";
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bool m_visuals_expired = false;
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float m_step_distance_counter = 0.0f;
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u8 m_last_light = 255;
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bool m_is_visible = false;
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std::vector<u16> m_children;
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