]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/gamedef.h
Wieldmesh: don't force anisotropic filtering on, instead disable mipmaps
[dragonfireclient.git] / src / gamedef.h
index 6da288bad8879992475c30592ec6045f8a6440b0..793d85b39df07eb0c57d807d319f295ab00bb0ee 100644 (file)
@@ -30,9 +30,10 @@ class ITextureSource;
 class ISoundManager;
 class IShaderSource;
 class MtEventManager;
-class IRollbackReportSink;
+class IRollbackManager;
 namespace irr { namespace scene {
        class IAnimatedMesh;
+       class ISceneManager;
 }}
 
 /*
@@ -63,10 +64,11 @@ class IGameDef
        virtual MtEventManager* getEventManager()=0;
        virtual scene::IAnimatedMesh* getMesh(const std::string &filename)
        { return NULL; }
+       virtual scene::ISceneManager* getSceneManager()=0;
 
        // Only usable on the server, and NOT thread-safe. It is usable from the
        // environment thread.
-       virtual IRollbackReportSink* getRollbackReportSink(){return NULL;}
+       virtual IRollbackManager* getRollbackManager(){return NULL;}
        
        // Used on the client
        virtual bool checkLocalPrivilege(const std::string &priv)
@@ -80,7 +82,7 @@ class IGameDef
        ISoundManager* sound(){return getSoundManager();}
        IShaderSource* shsrc(){return getShaderSource();}
        MtEventManager* event(){return getEventManager();}
-       IRollbackReportSink* rollback(){return getRollbackReportSink();}
+       IRollbackManager* rollback(){return getRollbackManager();}
 };
 
 #endif