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Break include chains and tidy (part 2)
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@@ -5,11 +5,8 @@
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#pragma once
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#include "irrlichttypes.h"
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#include "inventory.h"
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#include "inventory.h" // ItemStack
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#include "util/numeric.h"
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#include "client/localplayer.h"
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#include <ICameraSceneNode.h>
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#include <ISceneNode.h>
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#include <plane3d.h>
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#include <array>
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#include <list>
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@@ -21,6 +18,14 @@ class Client;
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class RenderingEngine;
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class WieldMeshSceneNode;
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enum CameraMode : int;
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namespace scene {
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class ICameraSceneNode;
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class ISceneManager;
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class ISceneNode;
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};
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struct Nametag
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{
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scene::ISceneNode *parent_node = nullptr;
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@@ -75,10 +80,7 @@ public:
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}
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// Returns the absolute position of the head SceneNode in the world
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inline v3f getHeadPosition() const
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{
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return m_headnode->getAbsolutePosition();
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}
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v3f getHeadPosition() const;
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// Get the camera direction (in absolute camera coordinates).
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// This has view bobbing applied.
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@@ -156,15 +158,7 @@ public:
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void drawWieldedTool(core::matrix4* translation=NULL);
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// Toggle the current camera mode
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void toggleCameraMode()
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{
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if (m_camera_mode == CAMERA_MODE_FIRST)
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m_camera_mode = CAMERA_MODE_THIRD;
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else if (m_camera_mode == CAMERA_MODE_THIRD)
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m_camera_mode = CAMERA_MODE_THIRD_FRONT;
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else
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m_camera_mode = CAMERA_MODE_FIRST;
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}
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void toggleCameraMode();
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// Set the current camera mode
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inline void setCameraMode(CameraMode mode)
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@@ -255,7 +249,7 @@ private:
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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 = CAMERA_MODE_FIRST;
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CameraMode m_camera_mode;
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f32 m_cache_view_bobbing_amount;
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bool m_arm_inertia;
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