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authororwell96 <orwell@bleipb.de>2017-10-25 10:51:19 +0200
committerorwell96 <orwell@bleipb.de>2017-10-25 10:51:19 +0200
commit1f9a9062e022c401826155efd3cd45a479d50c15 (patch)
tree9b308cac57e0599f9e562ba0d628c0ad7d6c22aa /advtrains/models/advtrains_dtrack_vst2_45.obj
parentc67770833b772e438f81ac80f10f1c46bbeebcfa (diff)
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Replace many math.floor(x+0.5) calls (or math.floor calls that should be those) by custom atround() function
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lass="hl com"> You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef CLIENTOBJECT_HEADER #define CLIENTOBJECT_HEADER #include "irrlichttypes_extrabloated.h" #include "activeobject.h" #include <map> /* Some planning ------------- * Client receives a network packet with information of added objects in it * Client supplies the information to its ClientEnvironment * The environment adds the specified objects to itself */ class ClientEnvironment; class ITextureSource; class IGameDef; class LocalPlayer; struct ItemStack; class WieldMeshSceneNode; class ClientActiveObject : public ActiveObject { public: ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env); virtual ~ClientActiveObject(); virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr){} virtual void removeFromScene(bool permanent){} // 0 <= light_at_pos <= LIGHT_SUN virtual void updateLight(u8 light_at_pos){} virtual v3s16 getLightPosition(){return v3s16(0,0,0);} virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;} virtual bool getCollisionBox(aabb3f *toset){return false;} virtual bool collideWithObjects(){return false;} virtual v3f getPosition(){return v3f(0,0,0);} virtual scene::ISceneNode *getSceneNode(){return NULL;} virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;} virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;} virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;} virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;} virtual bool isPlayer() const {return false;} virtual bool isLocalPlayer() const {return false;} virtual void setAttachments(){} virtual bool doShowSelectionBox(){return true;} virtual void updateCameraOffset(v3s16 camera_offset){}; // Step object in time virtual void step(float dtime, ClientEnvironment *env){} // Process a message sent by the server side object virtual void processMessage(const std::string &data){} virtual std::string infoText() {return "";} virtual std::string debugInfoText() {return "";} /* This takes the return value of ServerActiveObject::getClientInitializationData */ virtual void initialize(const std::string &data){} // Create a certain type of ClientActiveObject static ClientActiveObject* create(u8 type, IGameDef *gamedef, ClientEnvironment *env); // If returns true, punch will not be sent to the server virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL, float time_from_last_punch=1000000) { return false; } protected: // Used for creating objects based on type typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env); static void registerType(u16 type, Factory f); IGameDef *m_gamedef; ClientEnvironment *m_env; private: // Used for creating objects based on type static std::map<u16, Factory> m_types; }; struct DistanceSortedActiveObject { ClientActiveObject *obj; f32 d; DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d) { obj = a_obj; d = a_d; } bool operator < (const DistanceSortedActiveObject &other) const { return d < other.d; } }; #endif