#include "util/numeric.h" // For IntervalLimiter
#include "util/serialize.h"
#include "util/mathconstants.h"
-#include "tile.h"
+#include "client/tile.h"
#include "environment.h"
#include "collision.h"
#include "settings.h"
#include "nodedef.h"
#include "localplayer.h"
#include "map.h"
-#include "main.h" // g_settings
#include "camera.h" // CameraModes
#include "wieldmesh.h"
#include "log.h"
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setTexture(0, tsrc->getTexture("rat.png"));
+ buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
NULL, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
m_spritenode->setMaterialTexture(0,
- tsrc->getTexture("unknown_node.png"));
+ tsrc->getTextureForMesh("unknown_node.png"));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
// Add a text node for showing the name
gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
std::wstring wname = narrow_to_wide(m_name);
- m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
+ m_textnode = smgr->addTextSceneNode(gui->getSkin()->getFont(),
wname.c_str(), video::SColor(255,255,255,255), node);
m_textnode->grab();
m_textnode->setPosition(v3f(0, BS*1.1, 0));
texturestring = m_prop.textures[0];
texturestring += mod;
m_spritenode->setMaterialTexture(0,
- tsrc->getTexture(texturestring));
+ tsrc->getTextureForMesh(texturestring));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
if(texturestring == "")
continue; // Empty texture string means don't modify that material
texturestring += mod;
- video::ITexture* texture = tsrc->getTexture(texturestring);
+ video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
if(!texture)
{
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0,
- tsrc->getTexture(texturestring));
+ tsrc->getTextureForMesh(texturestring));
material.getTextureMatrix(0).makeIdentity();
// This allows setting per-material colors. However, until a real lighting
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
buf->getMaterial().setTexture(0,
- tsrc->getTexture(tname));
+ tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
buf->getMaterial().setTexture(0,
- tsrc->getTexture(tname));
+ tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
}
}
+/* \pre punchitem != NULL
+ */
bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
float time_from_last_punch)
{
- assert(punchitem);
+ assert(punchitem); // pre-condition
const ToolCapabilities *toolcap =
&punchitem->getToolCapabilities(m_gamedef->idef());
PunchDamageResult result = getPunchDamage(