#include "irr_v3d.h"
#include "irr_aabb3d.h"
#include "light.h"
+#include <string>
#include <vector>
class INodeDefManager;
there is enough room for dummy node IDs, which are created when
a MapBlock containing unknown node names is loaded from disk.
*/
-#define MAX_REGISTERED_CONTENT 0xfffU
+#define MAX_REGISTERED_CONTENT 0x7fffU
/*
A solid walkable node with the texture unknown_node.png.
#define LIQUID_INFINITY_MASK 0x80 //0b10000000
// mask for param2, now as for liquid
-#define LEVELED_MASK 0x07
+#define LEVELED_MASK 0x3F
#define LEVELED_MAX LEVELED_MASK
/*
std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;
/* Liquid helpers */
+ u8 getMaxLevel(INodeDefManager *nodemgr) const;
u8 getLevel(INodeDefManager *nodemgr) const;
+ u8 setLevel(INodeDefManager *nodemgr, s8 level = 1);
+ u8 addLevel(INodeDefManager *nodemgr, s8 add = 1);
+ void freezeMelt(INodeDefManager *nodemgr);
/*
Serialization functions