mirror of
https://github.com/minetest/minetest.git
synced 2024-11-24 00:23:46 +01:00
Fix all warnings and remove -Wno-unused-but-set cflag
This commit is contained in:
parent
e36681101e
commit
38bd9e93a2
@ -656,13 +656,6 @@ else()
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set(RELEASE_WARNING_FLAGS "")
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endif()
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if(NOT APPLE AND NOT "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
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CHECK_CXX_COMPILER_FLAG("-Wno-unused-but-set-variable" HAS_UNUSED_BUT_SET_VARIABLE_WARNING)
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if(HAS_UNUSED_BUT_SET_VARIABLE_WARNING)
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set(WARNING_FLAGS "${WARNING_FLAGS} -Wno-unused-but-set-variable")
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endif(HAS_UNUSED_BUT_SET_VARIABLE_WARNING)
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endif()
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if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
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# clang does not understand __extern_always_inline but libc headers use it
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set(OTHER_FLAGS "${OTHER_FLAGS} \"-D__extern_always_inline=extern __always_inline\"")
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@ -152,8 +152,8 @@ struct ClientEvent
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{
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ClientEventType type;
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union{
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struct{
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} none;
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//struct{
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//} none;
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struct{
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u8 amount;
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} player_damage;
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@ -171,8 +171,8 @@ struct ClientEvent
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std::string *formspec;
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std::string *formname;
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} show_formspec;
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struct{
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} textures_updated;
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//struct{
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//} textures_updated;
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struct{
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v3f *pos;
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v3f *vel;
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@ -179,7 +179,7 @@ void RemoteClient::GetNextBlocks(
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s32 nearest_emerged_d = -1;
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s32 nearest_emergefull_d = -1;
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s32 nearest_sent_d = -1;
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bool queue_is_full = false;
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//bool queue_is_full = false;
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s16 d;
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for(d = d_start; d <= d_max; d++)
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@ -214,7 +214,7 @@ void RemoteClient::GetNextBlocks(
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// Don't select too many blocks for sending
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if(num_blocks_selected >= max_simul_dynamic)
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{
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queue_is_full = true;
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//queue_is_full = true;
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goto queue_full_break;
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}
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@ -190,7 +190,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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v3f camera_position = m_camera_position;
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v3f camera_direction = m_camera_direction;
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f32 camera_fov = m_camera_fov;
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v3s16 camera_offset = m_camera_offset;
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//v3s16 camera_offset = m_camera_offset;
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m_camera_mutex.Unlock();
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// Use a higher fov to accomodate faster camera movements.
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@ -707,14 +707,14 @@ void Channel::UpdateTimers(float dtime,bool legacy_peer)
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unsigned int packet_loss = 11; /* use a neutral value for initialization */
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unsigned int packets_successfull = 0;
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unsigned int packet_too_late = 0;
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//unsigned int packet_too_late = 0;
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bool reasonable_amount_of_data_transmitted = false;
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{
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JMutexAutoLock internal(m_internal_mutex);
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packet_loss = current_packet_loss;
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packet_too_late = current_packet_too_late;
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//packet_too_late = current_packet_too_late;
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packets_successfull = current_packet_successfull;
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if (current_bytes_transfered > (unsigned int) (window_size*512/2))
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@ -223,7 +223,6 @@ public:
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if(m_speed_f.getLength()*dtime > pos_max_d)
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m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
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v3f pos_f = getBasePosition();
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v3f pos_f_old = pos_f;
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v3f accel_f = v3f(0,0,0);
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f32 stepheight = 0;
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moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
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@ -1488,15 +1487,12 @@ bool PlayerSAO::checkMovementCheat()
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*/
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float player_max_speed = 0;
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float player_max_speed_up = 0;
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if(m_privs.count("fast") != 0){
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// Fast speed
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player_max_speed = m_player->movement_speed_fast;
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player_max_speed_up = m_player->movement_speed_fast;
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} else {
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// Normal speed
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player_max_speed = m_player->movement_speed_walk;
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player_max_speed_up = m_player->movement_speed_walk;
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}
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// Tolerance. With the lag pool we shouldn't need it.
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//player_max_speed *= 2.5;
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@ -421,79 +421,74 @@ void draw_scene(video::IVideoDriver* driver, scene::ISceneManager* smgr,
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gui::IGUIEnvironment* guienv, std::vector<aabb3f> hilightboxes,
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const v2u32& screensize, video::SColor skycolor, bool show_hud)
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{
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//TODO check if usefull
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u32 scenetime = 0;
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{
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TimeTaker timer("smgr");
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TimeTaker timer("smgr");
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bool draw_wield_tool = (show_hud &&
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(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
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camera.getCameraMode() < CAMERA_MODE_THIRD );
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bool draw_wield_tool = (show_hud &&
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(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
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camera.getCameraMode() < CAMERA_MODE_THIRD );
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bool draw_crosshair = ((player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
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(camera.getCameraMode() != CAMERA_MODE_THIRD_FRONT));
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bool draw_crosshair = ((player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
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(camera.getCameraMode() != CAMERA_MODE_THIRD_FRONT));
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#ifdef HAVE_TOUCHSCREENGUI
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try {
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draw_crosshair = !g_settings->getBool("touchtarget");
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}
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catch(SettingNotFoundException) {}
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try {
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draw_crosshair = !g_settings->getBool("touchtarget");
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}
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catch(SettingNotFoundException) {}
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#endif
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std::string draw_mode = g_settings->get("3d_mode");
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std::string draw_mode = g_settings->get("3d_mode");
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smgr->drawAll();
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smgr->drawAll();
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if (draw_mode == "anaglyph")
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{
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draw_anaglyph_3d_mode(camera, show_hud, hud, hilightboxes, driver,
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smgr, draw_wield_tool, client, guienv);
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draw_crosshair = false;
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}
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else if (draw_mode == "interlaced")
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{
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draw_interlaced_3d_mode(camera, show_hud, hud, hilightboxes, driver,
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smgr, screensize, draw_wield_tool, client, guienv, skycolor);
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draw_crosshair = false;
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}
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else if (draw_mode == "sidebyside")
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{
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draw_sidebyside_3d_mode(camera, show_hud, hud, hilightboxes, driver,
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smgr, screensize, draw_wield_tool, client, guienv, skycolor);
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show_hud = false;
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}
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else if (draw_mode == "topbottom")
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{
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draw_top_bottom_3d_mode(camera, show_hud, hud, hilightboxes, driver,
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smgr, screensize, draw_wield_tool, client, guienv, skycolor);
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show_hud = false;
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}
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else {
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draw_plain(camera, show_hud, hud, hilightboxes, driver,
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draw_wield_tool, client, guienv);
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}
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/*
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Post effects
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*/
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{
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client.getEnv().getClientMap().renderPostFx(camera.getCameraMode());
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}
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//TODO how to make those 3d too
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if (show_hud)
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{
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if (draw_crosshair)
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hud.drawCrosshair();
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hud.drawHotbar(client.getPlayerItem());
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hud.drawLuaElements(camera.getOffset());
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}
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guienv->drawAll();
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scenetime = timer.stop(true);
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if (draw_mode == "anaglyph")
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{
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draw_anaglyph_3d_mode(camera, show_hud, hud, hilightboxes, driver,
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smgr, draw_wield_tool, client, guienv);
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draw_crosshair = false;
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}
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else if (draw_mode == "interlaced")
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{
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draw_interlaced_3d_mode(camera, show_hud, hud, hilightboxes, driver,
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smgr, screensize, draw_wield_tool, client, guienv, skycolor);
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draw_crosshair = false;
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}
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else if (draw_mode == "sidebyside")
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{
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draw_sidebyside_3d_mode(camera, show_hud, hud, hilightboxes, driver,
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smgr, screensize, draw_wield_tool, client, guienv, skycolor);
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show_hud = false;
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}
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else if (draw_mode == "topbottom")
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{
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draw_top_bottom_3d_mode(camera, show_hud, hud, hilightboxes, driver,
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smgr, screensize, draw_wield_tool, client, guienv, skycolor);
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show_hud = false;
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}
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else {
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draw_plain(camera, show_hud, hud, hilightboxes, driver,
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draw_wield_tool, client, guienv);
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}
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/*
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Post effects
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*/
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{
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client.getEnv().getClientMap().renderPostFx(camera.getCameraMode());
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}
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//TODO how to make those 3d too
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if (show_hud)
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{
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if (draw_crosshair)
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hud.drawCrosshair();
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hud.drawHotbar(client.getPlayerItem());
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hud.drawLuaElements(camera.getOffset());
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}
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guienv->drawAll();
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timer.stop(true);
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}
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/*
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@ -433,8 +433,8 @@ struct ClientEnvEvent
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{
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ClientEnvEventType type;
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union {
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struct{
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} none;
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//struct{
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//} none;
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struct{
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u8 amount;
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bool send_to_server;
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@ -364,15 +364,14 @@ void GUIEngine::cloudPostProcess()
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{
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float fps_max = g_settings->getFloat("fps_max");
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// Time of frame without fps limit
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float busytime;
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u32 busytime_u32;
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// not using getRealTime is necessary for wine
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u32 time = m_device->getTimer()->getTime();
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if(time > m_cloud.lasttime)
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busytime_u32 = time - m_cloud.lasttime;
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else
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busytime_u32 = 0;
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busytime = busytime_u32 / 1000.0;
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// FPS limiter
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u32 frametime_min = 1000./fps_max;
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@ -146,10 +146,7 @@ bool JThread::IsSameThread()
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void *JThread::TheThread(void *param)
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{
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JThread *jthread;
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void *ret;
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jthread = (JThread *)param;
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JThread *jthread = (JThread *)param;
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jthread->continuemutex2.Lock();
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jthread->running = true;
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@ -157,7 +154,7 @@ void *JThread::TheThread(void *param)
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jthread->continuemutex.Lock();
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jthread->continuemutex.Unlock();
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ret = jthread->Thread();
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jthread->Thread();
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jthread->running = false;
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@ -74,8 +74,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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v3f position = getPosition();
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v3f old_speed = m_speed;
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// Copy parent position if local player is attached
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if(isAttached)
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{
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@ -3220,8 +3220,6 @@ bool ServerMap::loadSectorMeta(v2s16 p2d)
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{
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DSTACK(__FUNCTION_NAME);
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MapSector *sector = NULL;
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// The directory layout we're going to load from.
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// 1 - original sectors/xxxxzzzz/
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// 2 - new sectors2/xxx/zzz/
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@ -3241,7 +3239,7 @@ bool ServerMap::loadSectorMeta(v2s16 p2d)
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}
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try{
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sector = loadSectorMeta(sectordir, loadlayout != 2);
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loadSectorMeta(sectordir, loadlayout != 2);
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}
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catch(InvalidFilenameException &e)
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{
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@ -147,7 +147,7 @@ bool MapBlock::propagateSunlight(std::set<v3s16> & light_sources,
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{
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#if 1
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bool no_sunlight = false;
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bool no_top_block = false;
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//bool no_top_block = false;
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// Check if node above block has sunlight
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@ -168,7 +168,7 @@ bool MapBlock::propagateSunlight(std::set<v3s16> & light_sources,
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}
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else
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{
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no_top_block = true;
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//no_top_block = true;
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// NOTE: This makes over-ground roofed places sunlighted
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// Assume sunlight, unless is_underground==true
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@ -310,7 +310,6 @@ void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
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{
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//TimeTaker t("spreadLight");
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VoxelArea a(nmin, nmax);
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v3s16 em = vm->m_area.getExtent();
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
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@ -438,7 +438,6 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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this->ndef = data->nodedef;
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// Hack: use minimum block coords for old code that assumes a single block
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v3s16 blockpos = data->blockpos_requested;
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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@ -1025,10 +1025,6 @@ int ModApiMainMenu::l_download_file(lua_State *L)
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/******************************************************************************/
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int ModApiMainMenu::l_get_video_drivers(lua_State *L)
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{
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unsigned int index = 1;
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lua_newtable(L);
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int top = lua_gettop(L);
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std::vector<irr::video::E_DRIVER_TYPE> drivers
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= porting::getSupportedVideoDrivers();
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@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "lua_api/l_base.h"
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class INodeDefManager;
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class NodeResolveInfo;
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struct NodeResolveInfo;
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class DecoSimple;
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class DecoSchematic;
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