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the shootline as * pointed things. * If this is a client environment, the local player * won't be returned. * @param[in] shootline_on_map the shootline for * the test in world coordinates * * @param[out] objects found objects */ virtual void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map, std::vector<PointedThing> &objects) = 0; /*! * Returns the next node or object the shootline meets. * @param state current state of the raycast * @result output, will contain the next pointed thing */ void continueRaycast(RaycastState *state, PointedThing *result); // counter used internally when triggering ABMs u32 m_added_objects; IGameDef *getGameDef() { return m_gamedef; } protected: std::atomic<float> m_time_of_day_speed; /* * Below: values managed by m_time_lock */ // Time of day in milli-hours (0-23999), determines day and night u32 m_time_of_day; // Time of day in 0...1 float m_time_of_day_f; // Stores the skew created by the float -> u32 conversion // to be applied at next conversion, so that there is no real skew. float m_time_conversion_skew = 0.0f; // Overriding the day-night ratio is useful for custom sky visuals bool m_enable_day_night_ratio_override = false; u32 m_day_night_ratio_override = 0.0f; // Days from the server start, accounts for time shift // in game (e.g. /time or bed usage) std::atomic<u32> m_day_count; /* * Above: values managed by m_time_lock */ /* TODO: Add a callback function so these can be updated when a setting * changes. At this point in time it doesn't matter (e.g. /set * is documented to change server settings only) * * TODO: Local caching of settings is not optimal and should at some stage * be updated to use a global settings object for getting thse values