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authoruntodesu <kirill@untode.su>2025-06-28 01:59:49 +0500
committeruntodesu <kirill@untode.su>2025-06-28 01:59:49 +0500
commit61e5bcef2629e2d68b805a956a96fff264d4f74d (patch)
treebca3a94bac79d34e3c0db57c77604f5a823ecbda /game/shared/game_items.cc
parent88c01588aa0830e219eaa62588839e4d1e2883ce (diff)
downloadvoxelius-61e5bcef2629e2d68b805a956a96fff264d4f74d.tar.bz2
voxelius-61e5bcef2629e2d68b805a956a96fff264d4f74d.zip
Restructure dependencies and update to C++20
- Nuked static_assert from almost everywhere in the project - Nuked binary dependency support. Might add one later though - Separated dependency headers into a separate include subdirectory - Grafted a thirdpartylegalnotices.txt generator from RITEG - Pushed development snapshot version to 2126 (26th week of 2025)
Diffstat (limited to 'game/shared/game_items.cc')
-rw-r--r--game/shared/game_items.cc26
1 files changed, 18 insertions, 8 deletions
diff --git a/game/shared/game_items.cc b/game/shared/game_items.cc
index f2f1c0c..6351969 100644
--- a/game/shared/game_items.cc
+++ b/game/shared/game_items.cc
@@ -19,31 +19,41 @@ item_id game_items::mud = NULL_ITEM_ID;
void game_items::populate(void)
{
// Stone; a hardened slate rock
- game_items::stone = item_registry::construct("stone").set_texture("textures/item/stone.png").set_place_voxel(game_voxels::stone).build();
+ game_items::stone =
+ item_registry::construct("stone").set_texture("textures/item/stone.png").set_place_voxel(game_voxels::stone).build();
// Cobblestone; a bunch of small stones
- game_items::cobblestone = item_registry::construct("cobblestone").set_texture("textures/item/cobblestone.png").set_place_voxel(game_voxels::cobblestone).build();
+ game_items::cobblestone = item_registry::construct("cobblestone")
+ .set_texture("textures/item/cobblestone.png")
+ .set_place_voxel(game_voxels::cobblestone)
+ .build();
// Dirt; it's very dirty
game_items::dirt = item_registry::construct("dirt").set_texture("textures/item/dirt.png").set_place_voxel(game_voxels::dirt).build();
// Grass; literally just grassy dirt
- game_items::grass = item_registry::construct("grass").set_texture("textures/item/grass.png").set_place_voxel(game_voxels::grass).build();
+ game_items::grass =
+ item_registry::construct("grass").set_texture("textures/item/grass.png").set_place_voxel(game_voxels::grass).build();
// Oak leaves; they're bushy!
- game_items::oak_leaves = item_registry::construct("oak_leaves").set_texture("textures/item/oak_leaves.png").set_place_voxel(game_voxels::oak_leaves).build();
+ game_items::oak_leaves =
+ item_registry::construct("oak_leaves").set_texture("textures/item/oak_leaves.png").set_place_voxel(game_voxels::oak_leaves).build();
// Oak planks; watch for splinters!
- game_items::oak_planks = item_registry::construct("oak_planks").set_texture("textures/item/oak_planks.png").set_place_voxel(game_voxels::oak_planks).build();
+ game_items::oak_planks =
+ item_registry::construct("oak_planks").set_texture("textures/item/oak_planks.png").set_place_voxel(game_voxels::oak_planks).build();
// Oak log; a big wad of wood
- game_items::oak_log = item_registry::construct("oak_log").set_texture("textures/item/oak_log.png").set_place_voxel(game_voxels::oak_log).build();
+ game_items::oak_log =
+ item_registry::construct("oak_log").set_texture("textures/item/oak_log.png").set_place_voxel(game_voxels::oak_log).build();
// Glass; used for windowing
- game_items::glass = item_registry::construct("glass").set_texture("textures/item/glass.png").set_place_voxel(game_voxels::glass).build();
+ game_items::glass =
+ item_registry::construct("glass").set_texture("textures/item/glass.png").set_place_voxel(game_voxels::glass).build();
// Slime; it's bouncy!
- game_items::slime = item_registry::construct("slime").set_texture("textures/item/slime.png").set_place_voxel(game_voxels::slime).build();
+ game_items::slime =
+ item_registry::construct("slime").set_texture("textures/item/slime.png").set_place_voxel(game_voxels::slime).build();
// Mud; you sink in it!
game_items::mud = item_registry::construct("mud").set_texture("textures/item/mud.png").build();