class Camera
{
public:
- Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control);
+ Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+ IGameDef *gamedef);
~Camera();
// Get player scene node.
void setDigging(s32 button);
// Replace the wielded item mesh
- void wield(const ItemStack &item, IGameDef *gamedef);
+ void wield(const ItemStack &item);
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
// draw control
MapDrawControl& m_draw_control;
+
+ IGameDef *m_gamedef;
// Absolute camera position
v3f m_camera_position;