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authorNer'zhul <nerzhul@users.noreply.github.com>2017-01-09 20:39:22 +0100
committerGitHub <noreply@github.com>2017-01-09 20:39:22 +0100
commit8e7449e09253e138716d8dbad6a2ab5c6e089e28 (patch)
treeca6895fb557229445b04639efe7fc57b3e33157b /src/wieldmesh.h
parent11df7e886a674e280e3ec6f895c11fc1e70eb7b3 (diff)
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Environment & IGameDef code refactoring (#4985)
* Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
Diffstat (limited to 'src/wieldmesh.h')
-rw-r--r--src/wieldmesh.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/wieldmesh.h b/src/wieldmesh.h
index 0b3136bc1..0162c5e5a 100644
--- a/src/wieldmesh.h
+++ b/src/wieldmesh.h
@@ -24,7 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <string>
struct ItemStack;
-class IGameDef;
+class Client;
class ITextureSource;
struct TileSpec;
@@ -42,7 +42,7 @@ public:
v3f wield_scale, ITextureSource *tsrc);
void setExtruded(const std::string &imagename,
v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
- void setItem(const ItemStack &item, IGameDef *gamedef);
+ void setItem(const ItemStack &item, Client *client);
// Sets the vertex color of the wield mesh.
// Must only be used if the constructor was called with lighting = false
@@ -77,7 +77,7 @@ private:
aabb3f m_bounding_box;
};
-scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item);
+scene::IMesh *getItemMesh(Client *client, const ItemStack &item);
scene::IMesh *getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename);