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Create framework for getting rid of global definitions of node/tool/item/whatever types
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@@ -36,14 +36,16 @@ Some planning
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*/
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class ClientEnvironment;
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class ITextureSource;
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class IGameDef;
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class ClientActiveObject : public ActiveObject
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{
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public:
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ClientActiveObject(u16 id);
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ClientActiveObject(u16 id, IGameDef *gamedef);
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virtual ~ClientActiveObject();
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virtual void addToScene(scene::ISceneManager *smgr){}
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virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc){}
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virtual void removeFromScene(){}
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// 0 <= light_at_pos <= LIGHT_SUN
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virtual void updateLight(u8 light_at_pos){}
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@@ -68,7 +70,7 @@ public:
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virtual void initialize(const std::string &data){}
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// Create a certain type of ClientActiveObject
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static ClientActiveObject* create(u8 type);
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static ClientActiveObject* create(u8 type, IGameDef *gamedef);
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// If returns true, punch will not be sent to the server
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virtual bool directReportPunch(const std::string &toolname, v3f dir)
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@@ -76,8 +78,9 @@ public:
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protected:
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// Used for creating objects based on type
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typedef ClientActiveObject* (*Factory)();
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typedef ClientActiveObject* (*Factory)(IGameDef *gamedef);
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static void registerType(u16 type, Factory f);
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IGameDef *m_gamedef;
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private:
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// Used for creating objects based on type
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static core::map<u16, Factory> m_types;
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