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https://github.com/luanti-org/luanti.git
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Clean nodefeat and content_mapnode a bit
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@@ -98,7 +98,7 @@ struct NodeBox
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wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
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{}
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void serialize(std::ostream &os);
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void serialize(std::ostream &os) const;
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void deSerialize(std::istream &is);
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};
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@@ -115,7 +115,7 @@ struct MaterialSpec
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backface_culling(backface_culling_)
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{}
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void serialize(std::ostream &os);
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void serialize(std::ostream &os) const;
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void deSerialize(std::istream &is);
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};
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@@ -156,9 +156,8 @@ struct ContentFeatures
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bool backface_culling;
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#endif
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// List of all block textures that have been used (value is dummy)
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// Used for texture atlas making.
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// Exists on server too for cleaner code in content_mapnode.cpp.
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// List of textures that are used and are wanted to be included in
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// the texture atlas
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std::set<std::string> used_texturenames;
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// True if this actually contains non-default data
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@@ -173,7 +172,7 @@ struct ContentFeatures
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float visual_scale; // Misc. scale parameter
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std::string tname_tiles[6];
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std::string tname_inventory;
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MaterialSpec mspec_special[CF_SPECIAL_COUNT];
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MaterialSpec mspec_special[CF_SPECIAL_COUNT]; // Use setter methods
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u8 alpha;
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// Post effect color, drawn when the camera is inside the node.
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@@ -240,24 +239,19 @@ struct ContentFeatures
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void deSerialize(std::istream &is, IGameDef *gamedef);
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/*
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Quickhands for simple materials
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Texture setters.
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*/
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// Texture setters. They also add stuff to used_texturenames.
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void setTexture(u16 i, std::string name);
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void setAllTextures(std::string name, u8 alpha_=255)
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{
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for(u16 i=0; i<6; i++)
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setTexture(i, name);
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alpha = alpha_;
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// Force inventory texture too
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setInventoryTexture(name);
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}
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void setAllTextures(std::string name);
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void setSpecialMaterial(u16 i, const MaterialSpec &mspec);
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void setInventoryTexture(std::string imgname);
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void setInventoryTextureCube(std::string top,
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std::string left, std::string right);
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/*
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Some handy methods
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*/
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