#include "irrlichttypes_extrabloated.h"
#include "activeobject.h"
-#include <map>
#include <unordered_map>
class ClientEnvironment;
ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
virtual ~ClientActiveObject();
- virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr){}
- virtual void removeFromScene(bool permanent){}
+ virtual void addToScene(ITextureSource *tsrc) {};
+ virtual void removeFromScene(bool permanent) {}
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
virtual void updateLightNoCheck(u8 light_at_pos){}
virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
- virtual aabb3f *getSelectionBox() { return NULL; }
virtual bool getCollisionBox(aabb3f *toset) const { return false; }
+ virtual bool getSelectionBox(aabb3f *toset) const { return false; }
virtual bool collideWithObjects() const { return false; }
virtual v3f getPosition(){ return v3f(0,0,0); }
virtual float getYaw() const { return 0; }