class MapBlock;
class Map;
+class IGameDef;
/*
This is an Y-wise stack of MapBlocks.
{
public:
- MapSector(Map *parent, v2s16 pos);
+ MapSector(Map *parent, v2s16 pos, IGameDef *gamedef);
virtual ~MapSector();
virtual u32 getId() const = 0;
Map *m_parent;
// Position on parent (in MapBlock widths)
v2s16 m_pos;
-
+
+ IGameDef *m_gamedef;
+
// Last-used block is cached here for quicker access.
// Be sure to set this to NULL when the cached block is deleted
MapBlock *m_block_cache;
class ServerMapSector : public MapSector
{
public:
- ServerMapSector(Map *parent, v2s16 pos);
+ ServerMapSector(Map *parent, v2s16 pos, IGameDef *gamedef);
~ServerMapSector();
u32 getId() const
std::istream &is,
Map *parent,
v2s16 p2d,
- core::map<v2s16, MapSector*> & sectors
+ core::map<v2s16, MapSector*> & sectors,
+ IGameDef *gamedef
);
private:
class ClientMapSector : public MapSector
{
public:
- ClientMapSector(Map *parent, v2s16 pos);
+ ClientMapSector(Map *parent, v2s16 pos, IGameDef *gamedef);
~ClientMapSector();
u32 getId() const