#include "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "voxel.h"
+#include "util/cpp11_container.h"
#include <map>
class IGameDef;
if(m_animation_force_timer > 0)
m_animation_force_timer--;
}
-
+
void updateCameraOffset(v3s16 camera_offset);
private:
// Last crack value passed to animate()
int m_last_crack;
// Maps mesh buffer (i.e. material) indices to base texture names
- std::map<u32, std::string> m_crack_materials;
+ UNORDERED_MAP<u32, std::string> m_crack_materials;
// Animation info: texture animationi
// Maps meshbuffers to TileSpecs
- std::map<u32, TileSpec> m_animation_tiles;
- std::map<u32, int> m_animation_frames; // last animation frame
- std::map<u32, int> m_animation_frame_offsets;
-
+ UNORDERED_MAP<u32, TileSpec> m_animation_tiles;
+ UNORDERED_MAP<u32, int> m_animation_frames; // last animation frame
+ UNORDERED_MAP<u32, int> m_animation_frame_offsets;
+
// Animation info: day/night transitions
// Last daynight_ratio value passed to animate()
u32 m_last_daynight_ratio;
// For each meshbuffer, maps vertex indices to (day,night) pairs
std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
-
+
// Camera offset info -> do we have to translate the mesh?
v3s16 m_camera_offset;
};