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Clouds: Make cloud area radius settable in .conf
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@ -142,6 +142,9 @@
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# Enable/disable clouds
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# Enable/disable clouds
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#enable_clouds = true
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#enable_clouds = true
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#cloud_height = 120
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#cloud_height = 120
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# Radius of cloud area stated in number of 64 node cloud squares.
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# Values > 22 will start to produce clipping of the cloud area corners.
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#cloud_radius = 12
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#enable_3d_clouds = true
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#enable_3d_clouds = true
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# Use a cloud animation for the main menu background
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# Use a cloud animation for the main menu background
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#menu_clouds = true
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#menu_clouds = true
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@ -55,6 +55,8 @@ Clouds::Clouds(
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m_cloud_y = BS * (cloudheight ? cloudheight :
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m_cloud_y = BS * (cloudheight ? cloudheight :
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g_settings->getS16("cloud_height"));
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g_settings->getS16("cloud_height"));
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m_cloud_radius_i = g_settings->getU16("cloud_radius");
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m_box = core::aabbox3d<f32>(-BS*1000000,m_cloud_y-BS,-BS*1000000,
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m_box = core::aabbox3d<f32>(-BS*1000000,m_cloud_y-BS,-BS*1000000,
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BS*1000000,m_cloud_y+BS,BS*1000000);
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BS*1000000,m_cloud_y+BS,BS*1000000);
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@ -96,14 +98,13 @@ void Clouds::render()
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driver->setMaterial(m_material);
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driver->setMaterial(m_material);
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/*
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/*
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Clouds move from X+ towards X-
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Clouds move from Z+ towards Z-
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*/
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*/
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const s16 cloud_radius_i = 12;
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const float cloud_size = BS * 64;
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const float cloud_size = BS * 64;
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const v2f cloud_speed(0, -BS * 2);
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const v2f cloud_speed(0, -BS * 2);
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const float cloud_full_radius = cloud_size * cloud_radius_i;
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const float cloud_full_radius = cloud_size * m_cloud_radius_i;
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// Position of cloud noise origin in world coordinates
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// Position of cloud noise origin in world coordinates
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v2f world_cloud_origin_pos_f = m_time * cloud_speed;
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v2f world_cloud_origin_pos_f = m_time * cloud_speed;
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@ -165,14 +166,14 @@ void Clouds::render()
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// Read noise
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// Read noise
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bool *grid = new bool[cloud_radius_i * 2 * cloud_radius_i * 2];
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bool *grid = new bool[m_cloud_radius_i * 2 * m_cloud_radius_i * 2];
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float cloud_size_noise = cloud_size / BS / 200;
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float cloud_size_noise = cloud_size / BS / 200;
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for(s16 zi = -cloud_radius_i; zi < cloud_radius_i; zi++) {
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for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
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u32 si = (zi + cloud_radius_i) * cloud_radius_i * 2 + cloud_radius_i;
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u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
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for(s16 xi = -cloud_radius_i; xi < cloud_radius_i; xi++) {
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for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
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u32 i = si + xi;
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u32 i = si + xi;
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v2s16 p_in_noise_i(
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v2s16 p_in_noise_i(
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@ -192,23 +193,23 @@ void Clouds::render()
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#define INAREA(x, z, radius) \
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#define INAREA(x, z, radius) \
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((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
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((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
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for(s16 zi0=-cloud_radius_i; zi0<cloud_radius_i; zi0++)
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for (s16 zi0= -m_cloud_radius_i; zi0 < m_cloud_radius_i; zi0++)
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for(s16 xi0=-cloud_radius_i; xi0<cloud_radius_i; xi0++)
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for (s16 xi0= -m_cloud_radius_i; xi0 < m_cloud_radius_i; xi0++)
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{
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{
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s16 zi = zi0;
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s16 zi = zi0;
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s16 xi = xi0;
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s16 xi = xi0;
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// Draw from front to back (needed for transparency)
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// Draw from front to back (needed for transparency)
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/*if(zi <= 0)
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/*if(zi <= 0)
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zi = -cloud_radius_i - zi;
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zi = -m_cloud_radius_i - zi;
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if(xi <= 0)
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if(xi <= 0)
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xi = -cloud_radius_i - xi;*/
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xi = -m_cloud_radius_i - xi;*/
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// Draw from back to front
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// Draw from back to front
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if(zi >= 0)
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if(zi >= 0)
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zi = cloud_radius_i - zi - 1;
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zi = m_cloud_radius_i - zi - 1;
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if(xi >= 0)
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if(xi >= 0)
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xi = cloud_radius_i - xi - 1;
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xi = m_cloud_radius_i - xi - 1;
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u32 i = GETINDEX(xi, zi, cloud_radius_i);
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u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
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if(grid[i] == false)
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if(grid[i] == false)
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continue;
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continue;
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@ -247,8 +248,8 @@ void Clouds::render()
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v[3].Pos.set( rx, ry,-rz);
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v[3].Pos.set( rx, ry,-rz);
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break;
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break;
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case 1: // back
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case 1: // back
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if(INAREA(xi, zi-1, cloud_radius_i)){
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if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi, zi-1, cloud_radius_i);
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u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
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if(grid[j])
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if(grid[j])
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continue;
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continue;
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}
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}
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@ -262,8 +263,8 @@ void Clouds::render()
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v[3].Pos.set(-rx,-ry,-rz);
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v[3].Pos.set(-rx,-ry,-rz);
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break;
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break;
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case 2: //right
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case 2: //right
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if(INAREA(xi+1, zi, cloud_radius_i)){
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if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi+1, zi, cloud_radius_i);
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u32 j = GETINDEX(xi+1, zi, m_cloud_radius_i);
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if(grid[j])
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if(grid[j])
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continue;
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continue;
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}
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}
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@ -277,8 +278,8 @@ void Clouds::render()
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v[3].Pos.set( rx,-ry,-rz);
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v[3].Pos.set( rx,-ry,-rz);
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break;
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break;
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case 3: // front
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case 3: // front
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if(INAREA(xi, zi+1, cloud_radius_i)){
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if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi, zi+1, cloud_radius_i);
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u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
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if(grid[j])
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if(grid[j])
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continue;
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continue;
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}
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}
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@ -292,8 +293,8 @@ void Clouds::render()
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v[3].Pos.set( rx,-ry, rz);
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v[3].Pos.set( rx,-ry, rz);
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break;
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break;
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case 4: // left
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case 4: // left
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if(INAREA(xi-1, zi, cloud_radius_i)){
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if (INAREA(xi-1, zi, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi-1, zi, cloud_radius_i);
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u32 j = GETINDEX(xi-1, zi, m_cloud_radius_i);
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if(grid[j])
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if(grid[j])
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continue;
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continue;
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}
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}
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@ -87,6 +87,7 @@ private:
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video::SMaterial m_material;
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video::SMaterial m_material;
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core::aabbox3d<f32> m_box;
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core::aabbox3d<f32> m_box;
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float m_cloud_y;
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float m_cloud_y;
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u16 m_cloud_radius_i;
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video::SColorf m_color;
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video::SColorf m_color;
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u32 m_seed;
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u32 m_seed;
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v2f m_camera_pos;
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v2f m_camera_pos;
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@ -127,6 +127,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("fall_bobbing_amount", "0.0");
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settings->setDefault("fall_bobbing_amount", "0.0");
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settings->setDefault("enable_3d_clouds", "true");
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settings->setDefault("enable_3d_clouds", "true");
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settings->setDefault("cloud_height", "120");
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settings->setDefault("cloud_height", "120");
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settings->setDefault("cloud_radius", "12");
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settings->setDefault("menu_clouds", "true");
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settings->setDefault("menu_clouds", "true");
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settings->setDefault("opaque_water", "false");
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settings->setDefault("opaque_water", "false");
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settings->setDefault("console_color", "(0,0,0)");
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settings->setDefault("console_color", "(0,0,0)");
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