*/
#include <set>
-#include "common_irrlicht.h"
+#include "irrlichttypes_extrabloated.h"
#include "player.h"
-#include "map.h"
#include <ostream>
#include "activeobject.h"
#include "util/container.h"
#include "util/numeric.h"
+#include "mapnode.h"
+#include "mapblock.h"
class Server;
class ServerEnvironment;
typedef struct lua_State lua_State;
class ITextureSource;
class IGameDef;
+class Map;
+class ServerMap;
class ClientMap;
class Environment
IBackgroundBlockEmerger *emerger);
~ServerEnvironment();
- Map & getMap()
- { return *m_map; }
+ Map & getMap();
- ServerMap & getServerMap()
- { return *m_map; }
+ ServerMap & getServerMap();
lua_State* getLua()
{ return m_lua; }
IntervalLimiter m_active_blocks_management_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
+ int m_active_block_interval_overload_skip;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time;