os << ", zoom_fov=" << zoom_fov;
os << ", use_texture_alpha=" << use_texture_alpha;
os << ", damage_texture_modifier=" << damage_texture_modifier;
+ os << ", shaded=" << shaded;
return os.str();
}
writeV3F32(os, selectionbox.MinEdge);
writeV3F32(os, selectionbox.MaxEdge);
writeU8(os, pointable);
- os << serializeString(visual);
+ os << serializeString16(visual);
writeV3F32(os, visual_size);
writeU16(os, textures.size());
for (const std::string &texture : textures) {
- os << serializeString(texture);
+ os << serializeString16(texture);
}
writeV2S16(os, spritediv);
writeV2S16(os, initial_sprite_basepos);
writeU8(os, makes_footstep_sound);
writeF32(os, automatic_rotate);
// Added in protocol version 14
- os << serializeString(mesh);
+ os << serializeString16(mesh);
writeU16(os, colors.size());
for (video::SColor color : colors) {
writeARGB8(os, color);
writeU8(os, automatic_face_movement_dir);
writeF32(os, automatic_face_movement_dir_offset);
writeU8(os, backface_culling);
- os << serializeString(nametag);
+ os << serializeString16(nametag);
writeARGB8(os, nametag_color);
writeF32(os, automatic_face_movement_max_rotation_per_sec);
- os << serializeString(infotext);
- os << serializeString(wield_item);
+ os << serializeString16(infotext);
+ os << serializeString16(wield_item);
writeS8(os, glow);
writeU16(os, breath_max);
writeF32(os, eye_height);
writeF32(os, zoom_fov);
writeU8(os, use_texture_alpha);
- os << serializeString(damage_texture_modifier);
+ os << serializeString16(damage_texture_modifier);
+ writeU8(os, shaded);
// Add stuff only at the bottom.
// Never remove anything, because we don't want new versions of this
selectionbox.MinEdge = readV3F32(is);
selectionbox.MaxEdge = readV3F32(is);
pointable = readU8(is);
- visual = deSerializeString(is);
+ visual = deSerializeString16(is);
visual_size = readV3F32(is);
textures.clear();
u32 texture_count = readU16(is);
for (u32 i = 0; i < texture_count; i++){
- textures.push_back(deSerializeString(is));
+ textures.push_back(deSerializeString16(is));
}
spritediv = readV2S16(is);
initial_sprite_basepos = readV2S16(is);
is_visible = readU8(is);
makes_footstep_sound = readU8(is);
automatic_rotate = readF32(is);
- mesh = deSerializeString(is);
+ mesh = deSerializeString16(is);
colors.clear();
u32 color_count = readU16(is);
for (u32 i = 0; i < color_count; i++){
automatic_face_movement_dir = readU8(is);
automatic_face_movement_dir_offset = readF32(is);
backface_culling = readU8(is);
- nametag = deSerializeString(is);
+ nametag = deSerializeString16(is);
nametag_color = readARGB8(is);
automatic_face_movement_max_rotation_per_sec = readF32(is);
- infotext = deSerializeString(is);
- wield_item = deSerializeString(is);
+ infotext = deSerializeString16(is);
+ wield_item = deSerializeString16(is);
glow = readS8(is);
breath_max = readU16(is);
eye_height = readF32(is);
zoom_fov = readF32(is);
use_texture_alpha = readU8(is);
try {
- damage_texture_modifier = deSerializeString(is);
+ damage_texture_modifier = deSerializeString16(is);
+ u8 tmp = readU8(is);
+ if (is.eof())
+ throw SerializationError("");
+ shaded = tmp;
} catch (SerializationError &e) {}
}