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Use pause_fps_max also on multiplayer
[oweals/minetest.git]
/
src
/
gamedef.h
diff --git
a/src/gamedef.h
b/src/gamedef.h
index 1d46b028e359f8103f75c66b2692ae8c6d9e4e71..6da288bad8879992475c30592ec6045f8a6440b0 100644
(file)
--- a/
src/gamedef.h
+++ b/
src/gamedef.h
@@
-31,6
+31,9
@@
class ISoundManager;
class IShaderSource;
class MtEventManager;
class IRollbackReportSink;
class IShaderSource;
class MtEventManager;
class IRollbackReportSink;
+namespace irr { namespace scene {
+ class IAnimatedMesh;
+}}
/*
An interface for fetching game-global definitions like tool and
/*
An interface for fetching game-global definitions like tool and
@@
-58,6
+61,8
@@
public:
// Only usable on the client
virtual ISoundManager* getSoundManager()=0;
virtual MtEventManager* getEventManager()=0;
// Only usable on the client
virtual ISoundManager* getSoundManager()=0;
virtual MtEventManager* getEventManager()=0;
+ virtual scene::IAnimatedMesh* getMesh(const std::string &filename)
+ { return NULL; }
// Only usable on the server, and NOT thread-safe. It is usable from the
// environment thread.
// Only usable on the server, and NOT thread-safe. It is usable from the
// environment thread.