1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
1/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
/*
Used for tuning constants when developing.
Eg. if you have this constant somewhere that you just can't get right
by changing it and recompiling all over again:
v3f wield_position = v3f(55, -35, 65);
Make it look like this:
v3f wield_position = v3f(55, -35, 65);
QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.X, 0, 100);
QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Y, -80, 20);
QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Z, 0, 100);
Then you can modify the values at runtime, using the keys
keymap_quicktune_prev
keymap_quicktune_next
keymap_quicktune_dec
keymap_quicktune_inc
Once you have modified the values at runtime and then quit, the game
will print out all the modified values at the end:
Modified quicktune values:
wield_position.X = 60
wield_position.Y = -30
wield_position.Z = 65
The QUICKTUNE macros shouldn't generally be left in committed code.
*/
#ifndef QUICKTUNE_HEADER
#define QUICKTUNE_HEADER
#include <string>
#include <map>
#include <vector>
enum QuicktuneValueType{
QVT_NONE,
QVT_FLOAT
};
struct QuicktuneValue
{
QuicktuneValueType type;
union{
struct{-- Minetest: builtin/item.lua
--
-- Falling stuff
--
minetest.register_entity("__builtin:falling_node", {
initial_properties = {
physical = true,
collide_with_objects = false,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "wielditem",
textures = {},
visual_size = {x=0.667, y=0.667},
},
node = {},
set_node = function(self, node)
self.node = node
local stack = ItemStack(node.name)
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
local item_type = ""
if minetest.registered_items[itemname] then
item_texture = minetest.registered_items[itemname].inventory_image
item_type = minetest.registered_items[itemname].type
|