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GameDef compiles

This commit is contained in:
Perttu Ahola 2011-11-14 21:41:30 +02:00
parent abceeee92f
commit c6fd2986d4
49 changed files with 1168 additions and 1045 deletions

View file

@ -27,7 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <cmath>
#include <SAnimatedMesh.h>
#include "settings.h"
#include "mapnode_contentfeatures.h" // For wield visualization
#include "nodedef.h" // For wield visualization
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_smgr(smgr),
@ -449,8 +449,11 @@ void Camera::updateSettings()
m_wanted_frametime = 1.0 / wanted_fps;
}
void Camera::wield(const InventoryItem* item, ITextureSource *tsrc)
void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
{
ITextureSource *tsrc = gamedef->tsrc();
INodeDefManager *ndef = gamedef->ndef();
if (item != NULL)
{
bool isCube = false;
@ -461,9 +464,9 @@ void Camera::wield(const InventoryItem* item, ITextureSource *tsrc)
// A block-type material
MaterialItem* mat_item = (MaterialItem*) item;
content_t content = mat_item->getMaterial();
if (content_features(content).solidness || content_features(content).visual_solidness)
if (ndef->get(content).solidness || ndef->get(content).visual_solidness)
{
m_wieldnode->setCube(content_features(content).tiles);
m_wieldnode->setCube(ndef->get(content).tiles);
m_wieldnode->setScale(v3f(30));
isCube = true;
}