#include "irrlichttypes_extrabloated.h"
#include "inventory.h"
#include "mesh.h"
-#include "tile.h"
+#include "client/tile.h"
#include "util/numeric.h"
#include <ICameraSceneNode.h>
}
// Checks if the constructor was able to create the scene nodes
- bool successfullyCreated(std::wstring& error_message);
+ bool successfullyCreated(std::string &error_message);
// Step the camera: updates the viewing range and view bobbing.
void step(f32 dtime);
scene::ISceneManager* m_wieldmgr;
WieldMeshSceneNode* m_wieldnode;
- scene::ILightSceneNode* m_wieldlightnode;
// draw control
MapDrawControl& m_draw_control;
f32 m_cache_fall_bobbing_amount;
f32 m_cache_view_bobbing_amount;
- f32 m_cache_viewing_range_min;
- f32 m_cache_viewing_range_max;
f32 m_cache_wanted_fps;
f32 m_cache_fov;
bool m_cache_view_bobbing;