#include "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "localplayer.h"
-#include "environment.h"
#include "tileanimation.h"
struct ClientEvent;
u8 glow,
video::SColor color = video::SColor(0xFFFFFFFF)
);
- ~Particle();
+ ~Particle() = default;
virtual const aabb3f &getBoundingBox() const
{
const struct TileAnimationParams &anim, u8 glow,
ParticleManager* p_manager);
- ~ParticleSpawner();
+ ~ParticleSpawner() = default;
void step(float dtime, ClientEnvironment *env);
void addDiggingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
- void addPunchingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
- const MapNode &n, const ContentFeatures &f);
-
void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);