Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h and refactored some other code into calls of that
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@ -249,6 +249,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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}
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m_wieldnode->setPosition(wield_position);
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m_wieldnode->setRotation(wield_rotation);
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m_wieldnode->updateLight(player->light);
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// Render distance feedback loop
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updateViewingRange(frametime);
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@ -472,6 +473,7 @@ ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
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m_thickness = 0.1;
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m_cubemesh = NULL;
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m_is_cube = false;
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m_light = LIGHT_MAX;
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}
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ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
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@ -519,6 +521,7 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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m_meshnode->setVisible(true);
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m_is_cube = false;
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updateLight(m_light);
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}
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void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
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@ -546,6 +549,16 @@ void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
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}
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m_meshnode->setVisible(true);
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m_is_cube = true;
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updateLight(m_light);
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}
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void ExtrudedSpriteSceneNode::updateLight(u8 light)
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{
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m_light = light;
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u8 li = decode_light(light);
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video::SColor color(255,li,li,li);
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setMeshVerticesColor(m_meshnode->getMesh(), color);
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}
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void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
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@ -205,6 +205,8 @@ public:
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f32 getSpriteThickness() const { return m_thickness; }
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void setSpriteThickness(f32 thickness);
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void updateLight(u8 light);
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void removeSpriteFromCache(video::ITexture* texture);
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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@ -216,6 +218,7 @@ private:
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f32 m_thickness;
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scene::IMesh* m_cubemesh;
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bool m_is_cube;
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u8 m_light;
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// internal extrusion helper methods
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io::path getExtrudedName(video::ITexture* texture);
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@ -224,22 +224,7 @@ void ItemCAO::updateLight(u8 light_at_pos)
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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scene::IMesh *mesh = m_node->getMesh();
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if(mesh == NULL)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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setMeshVerticesColor(m_node->getMesh(), color);
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}
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v3s16 ItemCAO::getLightPosition()
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@ -430,22 +415,7 @@ void RatCAO::updateLight(u8 light_at_pos)
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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scene::IMesh *mesh = m_node->getMesh();
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if(mesh == NULL)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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setMeshVerticesColor(m_node->getMesh(), color);
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}
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v3s16 RatCAO::getLightPosition()
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@ -601,22 +571,7 @@ void Oerkki1CAO::updateLight(u8 light_at_pos)
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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scene::IMesh *mesh = m_node->getMesh();
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if(mesh == NULL)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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setMeshVerticesColor(m_node->getMesh(), color);
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}
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v3s16 Oerkki1CAO::getLightPosition()
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@ -833,22 +788,7 @@ void FireflyCAO::updateLight(u8 light_at_pos)
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u8 li = 255;
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video::SColor color(255,li,li,li);
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scene::IMesh *mesh = m_node->getMesh();
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if(mesh == NULL)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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setMeshVerticesColor(m_node->getMesh(), color);
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}
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v3s16 FireflyCAO::getLightPosition()
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@ -1686,18 +1686,19 @@ void ClientEnvironment::step(float dtime)
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// Move
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player->move(dtime, *m_map, 100*BS);
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// Update lighting on remote players on client
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u8 light = LIGHT_MAX;
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try{
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// Get node at head
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v3s16 p = player->getLightPosition();
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MapNode n = m_map->getNode(p);
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light = n.getLightBlend(getDayNightRatio());
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}
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catch(InvalidPositionException &e) {}
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player->updateLight(light);
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}
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// Update lighting on all players on client
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u8 light = LIGHT_MAX;
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try{
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// Get node at head
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v3s16 p = player->getLightPosition();
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MapNode n = m_map->getNode(p);
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light = n.getLightBlend(getDayNightRatio());
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}
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catch(InvalidPositionException &e) {}
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player->updateLight(light);
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/*
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Add footsteps to grass
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*/
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@ -484,20 +484,7 @@ public:
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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scene::IMesh *mesh = m_node->getMesh();
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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setMeshVerticesColor(m_node->getMesh(), color);
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}
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#endif
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@ -676,20 +663,7 @@ public:
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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scene::IMesh *mesh = m_node->getMesh();
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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setMeshVerticesColor(m_node->getMesh(), color);
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}
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#endif
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@ -836,20 +810,7 @@ public:
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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scene::IMesh *mesh = m_node->getMesh();
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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setMeshVerticesColor(m_node->getMesh(), color);
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}
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#endif
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@ -982,20 +943,7 @@ public:
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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scene::IMesh *mesh = m_node->getMesh();
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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setMeshVerticesColor(m_node->getMesh(), color);
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}
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#endif
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24
src/player.h
24
src/player.h
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@ -126,7 +126,10 @@ public:
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virtual bool isLocal() const = 0;
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virtual void updateLight(u8 light_at_pos) {};
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virtual void updateLight(u8 light_at_pos)
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{
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light = light_at_pos;
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}
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// NOTE: Use peer_id == 0 for disconnected
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/*virtual bool isClientConnected() { return false; }
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@ -149,6 +152,8 @@ public:
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bool swimming_up;
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bool is_frozen;
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u8 light;
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Inventory inventory;
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// Actual inventory is backed up here when creative mode is used
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Inventory *inventory_backup;
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@ -266,25 +271,14 @@ public:
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virtual void updateLight(u8 light_at_pos)
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{
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Player::updateLight(light_at_pos);
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if(m_node == NULL)
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return;
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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scene::IMesh *mesh = m_node->getMesh();
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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setMeshVerticesColor(m_node->getMesh(), color);
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}
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void move(f32 dtime, Map &map, f32 pos_max_d);
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@ -156,6 +156,25 @@ void mysrand(unsigned seed)
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next = seed;
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}
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// Sets the color of all vertices in the mesh
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void setMeshVerticesColor(scene::IMesh* mesh, video::SColor& color)
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{
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if(mesh == NULL)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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}
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/*
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blockpos: position of block in block coordinates
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camera_pos: position of camera in nodes
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@ -553,6 +553,9 @@ private:
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u32 *m_result;
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};
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// Sets the color of all vertices in the mesh
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void setMeshVerticesColor(scene::IMesh* mesh, video::SColor& color);
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// Calculates the borders of a "d-radius" cube
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inline void getFacePositions(core::list<v3s16> &list, u16 d)
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{
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