add core:obstacle block & move cameras from base to core & add new generator
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+25
-10
@@ -12,17 +12,19 @@
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// All in-game definitions (blocks, items, etc..)
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void corecontent::setup(EnginePaths* paths, ContentBuilder* builder) {
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Block& block = builder->blocks.create("core:air");
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block.replaceable = true;
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block.drawGroup = 1;
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block.lightPassing = true;
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block.skyLightPassing = true;
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block.obstacle = false;
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block.selectable = false;
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block.model = BlockModel::none;
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block.pickingItem = "core:empty";
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{
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Block& block = builder->blocks.create(CORE_AIR);
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block.replaceable = true;
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block.drawGroup = 1;
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block.lightPassing = true;
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block.skyLightPassing = true;
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block.obstacle = false;
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block.selectable = false;
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block.model = BlockModel::none;
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block.pickingItem = CORE_EMPTY;
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}
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ItemDef& item = builder->items.create("core:empty");
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ItemDef& item = builder->items.create(CORE_EMPTY);
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item.iconType = item_icon_type::none;
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auto bindsFile = paths->getResourcesFolder()/fs::path("bindings.toml");
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@@ -31,4 +33,17 @@ void corecontent::setup(EnginePaths* paths, ContentBuilder* builder) {
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bindsFile.u8string(), files::read_string(bindsFile)
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);
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}
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{
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Block& block = builder->blocks.create(CORE_OBSTACLE);
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for (uint i = 0; i < 6; i++) {
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block.textureFaces[i] = "obstacle";
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}
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block.hitboxes = {AABB()};
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ItemDef& item = builder->items.create(CORE_OBSTACLE+".item");
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item.iconType = item_icon_type::block;
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item.icon = CORE_OBSTACLE;
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item.placingBlock = CORE_OBSTACLE;
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item.caption = block.caption;
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}
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}
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