minor refactor
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@@ -0,0 +1,43 @@
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#include "core_defs.h"
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#include "items/ItemDef.h"
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#include "content/Content.h"
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#include "window/Window.h"
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#include "window/Events.h"
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#include "window/input.h"
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#include "voxels/Block.h"
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// All in-game definitions (blocks, items, etc..)
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void corecontent::setup(ContentBuilder* builder) {
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Block* block = builder->createBlock("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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ItemDef* item = builder->createItem("core:empty");
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item->iconType = item_icon_type::none;
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}
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void corecontent::setup_bindings() {
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Events::bind(BIND_MOVE_FORWARD, inputtype::keyboard, keycode::W);
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Events::bind(BIND_MOVE_BACK, inputtype::keyboard, keycode::S);
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Events::bind(BIND_MOVE_RIGHT, inputtype::keyboard, keycode::D);
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Events::bind(BIND_MOVE_LEFT, inputtype::keyboard, keycode::A);
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Events::bind(BIND_MOVE_JUMP, inputtype::keyboard, keycode::SPACE);
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Events::bind(BIND_MOVE_SPRINT, inputtype::keyboard, keycode::LEFT_CONTROL);
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Events::bind(BIND_MOVE_CROUCH, inputtype::keyboard, keycode::LEFT_SHIFT);
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Events::bind(BIND_MOVE_CHEAT, inputtype::keyboard, keycode::R);
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Events::bind(BIND_CAM_ZOOM, inputtype::keyboard, keycode::C);
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Events::bind(BIND_CAM_MODE, inputtype::keyboard, keycode::F4);
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Events::bind(BIND_PLAYER_NOCLIP, inputtype::keyboard, keycode::N);
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Events::bind(BIND_PLAYER_FLIGHT, inputtype::keyboard, keycode::F);
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Events::bind(BIND_PLAYER_ATTACK, inputtype::mouse, mousecode::BUTTON_1);
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Events::bind(BIND_PLAYER_BUILD, inputtype::mouse, mousecode::BUTTON_2);
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Events::bind(BIND_PLAYER_PICK, inputtype::mouse, mousecode::BUTTON_3);
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Events::bind(BIND_HUD_INVENTORY, inputtype::keyboard, keycode::TAB);
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}
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