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author | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-03-19 13:18:52 +0100 |
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committer | GitHub <noreply@github.com> | 2017-03-19 13:18:52 +0100 |
commit | 3c4ac70348db5375118d1e714a6d4681c3cfcd05 (patch) | |
tree | 351f00d7c980d4c2668d67d5b04fee9f09f9fe5d /builtin/async/init.lua | |
parent | 2e3778ec0c1f77007d064d15310fa816e2a07e88 (diff) | |
download | minetest-3c4ac70348db5375118d1e714a6d4681c3cfcd05.tar.gz minetest-3c4ac70348db5375118d1e714a6d4681c3cfcd05.tar.bz2 minetest-3c4ac70348db5375118d1e714a6d4681c3cfcd05.zip |
Refactor Game class (part 2) (#5422)
* showPauseMenu is now part of game
* remove many flags parameters passed to game functions, use the member.
* rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM
* updatePointedThing: remove pointer ref, we already have the pointer in rundata
* move some attributes outside of VolatileRunFlags after renaming, to game class
* rename statustext to m_statustext
* make some const variables static
* All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags
* Expose GameUIFlags to client
* Client now have GameUIFlags parameter and setters for other classes
* Fix minimap show/hide in Lua because we now have access to the real flag
Diffstat (limited to 'builtin/async/init.lua')
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