IrrlichtDevice *device,
const char *playername,
std::string password,
+ bool is_simple_singleplayer_game,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
int getCrackLevel();
void setCrack(int level, v3s16 pos);
- void setHighlighted(v3s16 pos, bool show_hud);
+ void setHighlighted(v3s16 pos, bool show_higlighted);
v3s16 getHighlighted(){ return m_highlighted_pos; }
u16 getHP();
float m_inventory_from_server_age;
std::set<v3s16> m_active_blocks;
PacketCounter m_packetcounter;
- bool m_show_hud;
+ bool m_show_highlighted;
// Block mesh animation parameters
float m_animation_time;
int m_crack_level;
// Used for saving server map to disk client-side
Database *localdb;
Server *localserver;
+
+ // TODO: Add callback to update this when g_settings changes
+ bool m_cache_smooth_lighting;
};
#endif // !CLIENT_HEADER