random code cleaning, shouldn't affect anything
parent
74f4a0ece8
commit
4c2b9ed516
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@ -19,7 +19,28 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "light.h"
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#include "light.h"
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// This is reasonable with classic lighting with a light source
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/*u8 light_decode_table[LIGHT_MAX+1] =
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{
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2,
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3,
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4,
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6,
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9,
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13,
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18,
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25,
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32,
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35,
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45,
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57,
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69,
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79,
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255
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};*/
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// This is good
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// a_n+1 = a_n * 0.786
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// a_n+1 = a_n * 0.786
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// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
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// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
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// LIGHT_SUN is read as LIGHT_MAX from here.
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// LIGHT_SUN is read as LIGHT_MAX from here.
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25
src/main.cpp
25
src/main.cpp
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@ -277,15 +277,13 @@ Doing now (most important at the top):
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placement and transfer
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placement and transfer
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* only_from_disk might not work anymore - check and fix it.
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* only_from_disk might not work anymore - check and fix it.
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* Check the fixmes in the list above
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* Check the fixmes in the list above
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* When sending blocks to the client, the server takes way too much
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CPU time (20-30% for single player), find out what it is doing.
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- Make a simple profiler
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=== Making it more portable
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=== Making it more portable
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* Some MSVC: std::sto* are defined without a namespace and collide
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* Some MSVC: std::sto* are defined without a namespace and collide
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with the ones in utility.h
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with the ones in utility.h
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=== Features
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=== Features
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* Add mud underground
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* Make an "environment metafile" to store at least time of day
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* Make an "environment metafile" to store at least time of day
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* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
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* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
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- Or maybe move content_features to material.{h,cpp}?
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- Or maybe move content_features to material.{h,cpp}?
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@ -1794,7 +1792,7 @@ int main(int argc, char *argv[])
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//driver->setMinHardwareBufferVertexCount(50);
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//driver->setMinHardwareBufferVertexCount(50);
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scene::ISceneManager* smgr = device->getSceneManager();
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scene::ISceneManager* smgr = device->getSceneManager();
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guienv = device->getGUIEnvironment();
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guienv = device->getGUIEnvironment();
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gui::IGUISkin* skin = guienv->getSkin();
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gui::IGUISkin* skin = guienv->getSkin();
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gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());
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gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());
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@ -2104,7 +2102,7 @@ int main(int argc, char *argv[])
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if(camera == NULL)
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if(camera == NULL)
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return 1;
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return 1;
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//video::SColor skycolor = video::SColor(255,90,140,200);
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//video::SColor skycolor = video::SColor(255,90,140,200);
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//video::SColor skycolor = video::SColor(255,166,202,244);
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//video::SColor skycolor = video::SColor(255,166,202,244);
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video::SColor skycolor = video::SColor(255,120,185,244);
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video::SColor skycolor = video::SColor(255,120,185,244);
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@ -2113,6 +2111,23 @@ int main(int argc, char *argv[])
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// Just so big a value that everything rendered is visible
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// Just so big a value that everything rendered is visible
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camera->setFarValue(100000*BS);
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camera->setFarValue(100000*BS);
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/*
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Lighting test code. Doesn't quite work this way.
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The CPU-computed lighting is good.
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*/
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/*
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smgr->addLightSceneNode(NULL,
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v3f(0, BS*1000000, 0),
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video::SColorf(0.3,0.3,0.3),
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BS*10000000);
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smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0));
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scene::ILightSceneNode *light = smgr->addLightSceneNode(camera,
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v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4);
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*/
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f32 camera_yaw = 0; // "right/left"
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f32 camera_yaw = 0; // "right/left"
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f32 camera_pitch = 0; // "up/down"
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f32 camera_pitch = 0; // "up/down"
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@ -255,32 +255,18 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
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video::SColor c = video::SColor(alpha,li,li,li);
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video::SColor c = video::SColor(alpha,li,li,li);
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face.vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
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core::vector2d<f32>(abs_scale,1));
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face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
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core::vector2d<f32>(0,1));
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face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
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core::vector2d<f32>(0,0));
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face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
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core::vector2d<f32>(abs_scale,0));
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/*float x0 = (float)tile.tx/256.0;
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float y0 = (float)tile.ty/256.0;
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float w = ((float)tile.tw + 1.0)/256.0;
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float h = ((float)tile.th + 1.0)/256.0;*/
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float x0 = tile.texture.pos.X;
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float x0 = tile.texture.pos.X;
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float y0 = tile.texture.pos.Y;
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float y0 = tile.texture.pos.Y;
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float w = tile.texture.size.X;
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float w = tile.texture.size.X;
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float h = tile.texture.size.Y;
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float h = tile.texture.size.Y;
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face.vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
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face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
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core::vector2d<f32>(x0+w*abs_scale, y0+h));
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core::vector2d<f32>(x0+w*abs_scale, y0+h));
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face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
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face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
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core::vector2d<f32>(x0, y0+h));
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core::vector2d<f32>(x0, y0+h));
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face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
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face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
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core::vector2d<f32>(x0, y0));
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core::vector2d<f32>(x0, y0));
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face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
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face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
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core::vector2d<f32>(x0+w*abs_scale, y0));
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core::vector2d<f32>(x0+w*abs_scale, y0));
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face.tile = tile;
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face.tile = tile;
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@ -736,12 +722,11 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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//TimeTaker timer2("updateMesh() mesh building");
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//TimeTaker timer2("updateMesh() mesh building");
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video::SMaterial material;
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video::SMaterial material;
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material.Lighting = false;
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material.setFlag(video::EMF_LIGHTING, false);
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//material.BackfaceCulling = false;
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
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//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
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//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
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//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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for(u32 i=0; i<fastfaces_new.size(); i++)
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for(u32 i=0; i<fastfaces_new.size(); i++)
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{
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{
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@ -2097,7 +2097,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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if(content_features(n.d).wall_mounted)
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if(content_features(n.d).wall_mounted)
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n.dir = packDir(p_under - p_over);
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n.dir = packDir(p_under - p_over);
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#if 1
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// Create packet
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// Create packet
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u32 replysize = 8 + MapNode::serializedLength(peer_ser_ver);
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u32 replysize = 8 + MapNode::serializedLength(peer_ser_ver);
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SharedBuffer<u8> reply(replysize);
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SharedBuffer<u8> reply(replysize);
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*/
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*/
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core::map<v3s16, MapBlock*> modified_blocks;
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core::map<v3s16, MapBlock*> modified_blocks;
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m_env.getMap().addNodeAndUpdate(p_over, n, modified_blocks);
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m_env.getMap().addNodeAndUpdate(p_over, n, modified_blocks);
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#endif
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#if 0
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/*
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/*
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Handle inventory
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Calculate special events
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*/
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InventoryList *ilist = player->inventory.getList("main");
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if(g_settings.getBool("creative_mode") == false && ilist)
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{
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// Remove from inventory and send inventory
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if(mitem->getCount() == 1)
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ilist->deleteItem(item_i);
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else
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mitem->remove(1);
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// Send inventory
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SendInventory(peer_id);
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}
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/*
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Add node.
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This takes some time so it is done after the quick stuff
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*/
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core::map<v3s16, MapBlock*> modified_blocks;
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m_env.getMap().addNodeAndUpdate(p_over, n, modified_blocks);
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/*
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Set the modified blocks unsent for all the clients
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*/
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*/
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//JMutexAutoLock lock2(m_con_mutex);
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/*if(n.d == CONTENT_MESE)
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for(core::map<u16, RemoteClient*>::Iterator
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i = m_clients.getIterator();
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i.atEnd() == false; i++)
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{
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{
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RemoteClient *client = i.getNode()->getValue();
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u32 count = 0;
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for(s16 z=-1; z<=1; z++)
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if(modified_blocks.size() > 0)
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for(s16 y=-1; y<=1; y++)
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for(s16 x=-1; x<=1; x++)
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{
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{
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// Remove block from sent history
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client->SetBlocksNotSent(modified_blocks);
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}
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}
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}
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}*/
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#endif
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#if 0
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/*
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Update water
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*/
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// Update water pressure around modification
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// This also adds it to m_flow_active_nodes if appropriate
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MapVoxelManipulator v(&m_env.getMap());
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v.m_disable_water_climb =
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g_settings.getBool("disable_water_climb");
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VoxelArea area(p_over-v3s16(1,1,1), p_over+v3s16(1,1,1));
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try
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{
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v.updateAreaWaterPressure(area, m_flow_active_nodes);
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}
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catch(ProcessingLimitException &e)
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{
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dstream<<"Processing limit reached (1)"<<std::endl;
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}
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v.blitBack(modified_blocks);
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#endif
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}
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}
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/*
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/*
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Handle other items
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Handle other items
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