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Diffstat (limited to 'src/clientmap.cpp')
-rw-r--r--src/clientmap.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/clientmap.cpp b/src/clientmap.cpp
index 288a12135..b890e338b 100644
--- a/src/clientmap.cpp
+++ b/src/clientmap.cpp
@@ -70,7 +70,7 @@ ClientMap::ClientMap(
ClientMap::~ClientMap()
{
- /*JMutexAutoLock lock(mesh_mutex);
+ /*MutexAutoLock lock(mesh_mutex);
if(mesh != NULL)
{
@@ -94,7 +94,7 @@ MapSector * ClientMap::emergeSector(v2s16 p2d)
ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
{
- //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+ //MutexAutoLock lock(m_sector_mutex); // Bulk comment-out
m_sectors[p2d] = sector;
}
@@ -157,12 +157,12 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
}
m_drawlist.clear();
- m_camera_mutex.Lock();
+ m_camera_mutex.lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov;
//v3s16 camera_offset = m_camera_offset;
- m_camera_mutex.Unlock();
+ m_camera_mutex.unlock();
// Use a higher fov to accomodate faster camera movements.
// Blocks are cropped better when they are drawn.
@@ -263,7 +263,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
Ignore if mesh doesn't exist
*/
{
- //JMutexAutoLock lock(block->mesh_mutex);
+ //MutexAutoLock lock(block->mesh_mutex);
if(block->mesh == NULL){
blocks_in_range_without_mesh++;
@@ -433,11 +433,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
int crack = m_client->getCrackLevel();
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
- m_camera_mutex.Lock();
+ m_camera_mutex.lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov;
- m_camera_mutex.Unlock();
+ m_camera_mutex.unlock();
/*
Get all blocks and draw all visible ones
@@ -504,7 +504,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// Mesh animation
{
- //JMutexAutoLock lock(block->mesh_mutex);
+ //MutexAutoLock lock(block->mesh_mutex);
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
// Pretty random but this should work somewhat nicely
@@ -534,7 +534,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
Get the meshbuffers of the block
*/
{
- //JMutexAutoLock lock(block->mesh_mutex);
+ //MutexAutoLock lock(block->mesh_mutex);
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
@@ -799,9 +799,9 @@ void ClientMap::renderPostFx(CameraMode cam_mode)
// Sadly ISceneManager has no "post effects" render pass, in that case we
// could just register for that and handle it in renderMap().
- m_camera_mutex.Lock();
+ m_camera_mutex.lock();
v3f camera_position = m_camera_position;
- m_camera_mutex.Unlock();
+ m_camera_mutex.unlock();
MapNode n = getNodeNoEx(floatToInt(camera_position, BS));