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Remove freezemelt (the remainder of proller nonsense)
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@@ -62,11 +62,11 @@ typedef u16 content_t;
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/*
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Ignored node.
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Unloaded chunks are considered to consist of this. Several other
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methods return this when an error occurs. Also, during
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map generation this means the node has not been set yet.
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Doesn't create faces with anything and is considered being
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out-of-map in the game map.
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*/
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@@ -132,7 +132,7 @@ struct MapNode
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- Uhh... well, most blocks have light or nothing in here.
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*/
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u8 param1;
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/*
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The second parameter. Initialized to 0.
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E.g. direction for torches and flowing water.
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@@ -161,7 +161,7 @@ struct MapNode
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&& param1 == other.param1
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&& param2 == other.param2);
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}
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// To be used everywhere
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content_t getContent() const
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{
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@@ -187,7 +187,7 @@ struct MapNode
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{
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param2 = p;
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}
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void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
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u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
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@@ -223,7 +223,7 @@ struct MapNode
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u8 getFaceDir(INodeDefManager *nodemgr) const;
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u8 getWallMounted(INodeDefManager *nodemgr) const;
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v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
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void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot);
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/*
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@@ -241,12 +241,13 @@ struct MapNode
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*/
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std::vector<aabb3f> getCollisionBoxes(INodeDefManager *nodemgr) const;
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/* Liquid helpers */
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/*
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Liquid helpers
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*/
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u8 getMaxLevel(INodeDefManager *nodemgr) const;
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u8 getLevel(INodeDefManager *nodemgr) const;
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u8 setLevel(INodeDefManager *nodemgr, s8 level = 1);
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u8 addLevel(INodeDefManager *nodemgr, s8 add = 1);
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void freezeMelt(INodeDefManager *nodemgr);
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/*
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Serialization functions
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@@ -255,7 +256,7 @@ struct MapNode
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static u32 serializedLength(u8 version);
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void serialize(u8 *dest, u8 version);
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void deSerialize(u8 *source, u8 version);
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// Serializes or deserializes a list of nodes in bulk format (first the
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// content of all nodes, then the param1 of all nodes, then the param2
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// of all nodes).
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