u32 getDayNightRatio();
// 0-23999
- virtual void setTimeOfDay(u32 time)
- {
- m_time_of_day = time;
- m_time_of_day_f = (float)time / 24000.0;
- }
-
- u32 getTimeOfDay()
- { return m_time_of_day; }
-
- float getTimeOfDayF()
- { return m_time_of_day_f; }
+ virtual void setTimeOfDay(u32 time);
+ u32 getTimeOfDay();
+ float getTimeOfDayF();
void stepTimeOfDay(float dtime);
void setTimeOfDaySpeed(float speed);
-
float getTimeOfDaySpeed();
void setDayNightRatioOverride(bool enable, u32 value)
bool m_cache_enable_shaders;
private:
- JMutex m_lock;
+ JMutex m_timeofday_lock;
+ JMutex m_time_lock;
};
u32 m_game_time;
// A helper variable for incrementing the latter
float m_game_time_fraction_counter;
- std::list<ABMWithState> m_abms;
+ std::vector<ABMWithState> m_abms;
// An interval for generally sending object positions and stuff
float m_recommended_send_interval;
// Estimate for general maximum lag as determined by server.
IGameDef *m_gamedef;
IrrlichtDevice *m_irr;
std::map<u16, ClientActiveObject*> m_active_objects;
- std::list<ClientSimpleObject*> m_simple_objects;
+ std::vector<ClientSimpleObject*> m_simple_objects;
std::list<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
IntervalLimiter m_lava_hurt_interval;