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On-demand item meshes and textures
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@@ -72,14 +72,6 @@ struct ItemDefinition
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// "" = no prediction
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std::string node_placement_prediction;
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/*
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Cached stuff
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*/
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#ifndef SERVER
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video::ITexture *inventory_texture;
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scene::IMesh *wield_mesh;
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#endif
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/*
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Some helpful methods
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*/
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@@ -108,6 +100,14 @@ public:
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virtual std::set<std::string> getAll() const=0;
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// Check if item is known
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virtual bool isKnown(const std::string &name) const=0;
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#ifndef SERVER
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// Get item inventory texture
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virtual video::ITexture* getInventoryTexture(const std::string &name,
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IGameDef *gamedef) const=0;
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// Get item wield mesh
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virtual scene::IMesh* getWieldMesh(const std::string &name,
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IGameDef *gamedef) const=0;
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#endif
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virtual void serialize(std::ostream &os)=0;
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};
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@@ -126,6 +126,14 @@ public:
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virtual std::set<std::string> getAll() const=0;
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// Check if item is known
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virtual bool isKnown(const std::string &name) const=0;
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#ifndef SERVER
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// Get item inventory texture
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virtual video::ITexture* getInventoryTexture(const std::string &name,
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IGameDef *gamedef) const=0;
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// Get item wield mesh
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virtual scene::IMesh* getWieldMesh(const std::string &name,
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IGameDef *gamedef) const=0;
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#endif
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// Remove all registered item and node definitions and aliases
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// Then re-add the builtin item definitions
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@@ -138,15 +146,11 @@ public:
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virtual void registerAlias(const std::string &name,
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const std::string &convert_to)=0;
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/*
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Update inventory textures and wield meshes to latest
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return values of ITextureSource and INodeDefManager.
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Call after updating the texture atlas of a texture source.
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*/
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virtual void updateTexturesAndMeshes(IGameDef *gamedef)=0;
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virtual void serialize(std::ostream &os)=0;
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virtual void deSerialize(std::istream &is)=0;
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// Do stuff asked by threads that can only be done in the main thread
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virtual void processQueue(IGameDef *gamedef)=0;
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};
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IWritableItemDefManager* createItemDefManager();
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