#include <string>
#include <iostream>
#include <map>
+#include <list>
#include "mapnode.h"
#ifndef SERVER
#include "tile.h"
class ITextureSource;
class IGameDef;
+typedef std::list<std::pair<content_t, int> > GroupItems;
+
enum ContentParamType
{
CPT_NONE,
NDT_FENCELIKE,
NDT_RAILLIKE,
NDT_NODEBOX,
+ NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
+ // visible faces
+ // uses 2 textures, one for frames, second for faces
};
#define CF_SPECIAL_COUNT 2
u8 liquid_viscosity;
// Is liquid renewable (new liquid source will be created between 2 existing)
bool liquid_renewable;
+ bool drowning;
// Amount of light the node emits
u8 light_source;
u32 damage_per_second;
/*
Update tile textures to latest return values of TextueSource.
- Call after updating the texture atlas of a TextureSource.
*/
virtual void updateTextures(ITextureSource *tsrc)=0;