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authororwell96 <orwell@bleipb.de>2019-01-15 15:38:17 +0100
committerorwell96 <orwell@bleipb.de>2019-01-15 15:38:17 +0100
commit12f8e26cb47f2dc365c69ff721b4c3faf348c61d (patch)
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Do not clear tarvelocity when setting new, potential no-op command
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t (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com> Copyright (C) 2013 Kahrl <kahrl@gmx.net> This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. 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 ITEMDEF_HEADER #define ITEMDEF_HEADER #include "irrlichttypes_extrabloated.h" #include <string> #include <iostream> #include <set> #include "itemgroup.h" #include "sound.h" class IGameDef; struct ToolCapabilities; /* Base item definition */ enum ItemType { ITEM_NONE, ITEM_NODE, ITEM_CRAFT, ITEM_TOOL, }; struct ItemDefinition { /* Basic item properties */ ItemType type; std::string name; // "" = hand std::string description; // Shown in tooltip. /* Visual properties */ std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used v3f wield_scale; /* Item stack and interaction properties */ s16 stack_max; bool usable; bool liquids_pointable; // May be NULL. If non-NULL, deleted by destructor ToolCapabilities *tool_capabilities; ItemGroupList groups; SimpleSoundSpec sound_place; f32 range; // Client shall immediately place this node when player places the item. // Server will update the precise end result a moment later. // "" = no prediction std::string node_placement_prediction; /* Some helpful methods */ ItemDefinition(); ItemDefinition(const ItemDefinition &def); ItemDefinition& operator=(const ItemDefinition &def); ~ItemDefinition(); void reset(); void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is); private: void resetInitial(); }; class IItemDefManager { public: IItemDefManager(){} virtual ~IItemDefManager(){} // Get item definition virtual const ItemDefinition& get(const std::string &name) const=0; // Get alias definition virtual std::string getAlias(const std::string &name) const=0; // Get set of all defined item names and aliases virtual std::set<std::string> getAll() const=0; // Check if item is known virtual bool isKnown(const std::string &name) const=0; #ifndef SERVER // Get item inventory texture virtual video::ITexture* getInventoryTexture(const std::string &name, IGameDef *gamedef) const=0; // Get item wield mesh virtual scene::IMesh* getWieldMesh(const std::string &name, IGameDef *gamedef) const=0; #endif virtual void serialize(std::ostream &os, u16 protocol_version)=0; }; class IWritableItemDefManager : public IItemDefManager { public: IWritableItemDefManager(){} virtual ~IWritableItemDefManager(){} // Get item definition virtual const ItemDefinition& get(const std::string &name) const=0;