virtual void removeFromScene(bool permanent){}
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
+ virtual void updateLightNoCheck(u8 light_at_pos){}
virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
virtual bool getCollisionBox(aabb3f *toset){return false;}
virtual void initialize(const std::string &data){}
// Create a certain type of ClientActiveObject
- static ClientActiveObject* create(u8 type, IGameDef *gamedef,
+ static ClientActiveObject* create(ActiveObjectType type, IGameDef *gamedef,
ClientEnvironment *env);
// If returns true, punch will not be sent to the server