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| author | untodesu <kirill@untode.su> | 2025-06-28 01:59:49 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-06-28 01:59:49 +0500 |
| commit | 61e5bcef2629e2d68b805a956a96fff264d4f74d (patch) | |
| tree | bca3a94bac79d34e3c0db57c77604f5a823ecbda /game/shared/game_items.cc | |
| parent | 88c01588aa0830e219eaa62588839e4d1e2883ce (diff) | |
| download | voxelius-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.cc | 26 |
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(); |
