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@@ -8,6 +8,7 @@
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#include "transformation.h"
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#include "perlin.h"
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#include "shader.h"
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#include "bullet.h"
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#include "textureatlas.h"
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#include <fstream>
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#include <string>
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@@ -15,6 +16,7 @@
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class Chunk;
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class Player;
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class Bullet;
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class World {
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public:
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@@ -29,11 +31,12 @@ public:
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BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
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BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const;
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void Update(int& rendercount, int& badhitcount, Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]);
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void Update(int& rendercount, Bullet* bullets[MAX_BULLETS], Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]);
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void GetScope(int& x, int& y);
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void ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block);
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void ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
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void CleanUpWorld(int& deleteframes, bool clear);
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private:
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Array2d<Chunk*> m_chunks = Array2d<Chunk*>(WORLD_SIZE_X, WORLD_SIZE_Y);
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@@ -43,9 +46,9 @@ private:
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bool GenerateChunk(int x, int y, Perlin& perlin);
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void UpdateChunk(int& generates, int& updates, int chx, int chy, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]);
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void RenderWorld(int& rendercount, int& badhitcount, Player& player, Transformation& world, Shader& shader);
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void RenderWorld(int& rendercount, Player& player, Transformation& world, Shader& shader);
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void UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]);
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void TransposeWorld(Player& player);
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void TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]);
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};
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#endif // WORLD_H__
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