mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-04 16:35:03 -05:00
Fix rendering glitches when far from the center of the map
This commit is contained in:
parent
8e15179e7d
commit
062de11b4c
@ -36,6 +36,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "profiler.h"
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#include "util/numeric.h"
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#include "util/mathconstants.h"
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#include "constants.h"
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#define CAMERA_OFFSET_STEP 200
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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IGameDef *gamedef):
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@ -53,6 +56,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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m_camera_position(0,0,0),
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m_camera_direction(0,0,0),
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m_camera_offset(0,0,0),
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m_aspect(1.0),
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m_fov_x(1.0),
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@ -348,11 +352,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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v3f abs_cam_up;
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m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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// Update offset if too far away from the center of the map
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m_camera_offset.X += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
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m_camera_offset.Y += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
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m_camera_offset.Z += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
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// Set camera node transformation
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m_cameranode->setPosition(m_camera_position);
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m_cameranode->setPosition(m_camera_position-intToFloat(m_camera_offset, BS));
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m_cameranode->setUpVector(abs_cam_up);
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
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m_cameranode->setTarget(m_camera_position-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
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// Get FOV setting
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f32 fov_degrees = g_settings->getFloat("fov");
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@ -79,6 +79,12 @@ public:
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{
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return m_camera_direction;
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}
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// Get the camera offset
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inline v3s16 getOffset() const
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{
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return m_camera_offset;
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}
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// Horizontal field of view
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inline f32 getFovX() const
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@ -144,6 +150,8 @@ private:
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v3f m_camera_position;
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// Absolute camera direction
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v3f m_camera_direction;
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// Camera offset
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v3s16 m_camera_offset;
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// Field of view and aspect ratio stuff
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f32 m_aspect;
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@ -179,7 +179,7 @@ void * MeshUpdateThread::Thread()
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ScopeProfiler sp(g_profiler, "Client: Mesh making");
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MapBlockMesh *mesh_new = new MapBlockMesh(q->data);
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MapBlockMesh *mesh_new = new MapBlockMesh(q->data, m_camera_offset);
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if(mesh_new->getMesh()->getMeshBufferCount() == 0)
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{
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delete mesh_new;
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@ -119,6 +119,8 @@ public:
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MutexedQueue<MeshUpdateResult> m_queue_out;
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IGameDef *m_gamedef;
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v3s16 m_camera_offset;
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};
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enum ClientEventType
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@ -406,6 +408,8 @@ public:
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// Including blocks at appropriate edges
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void addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server=false, bool urgent=false);
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void addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server=false, bool urgent=false);
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void updateCameraOffset(v3s16 camera_offset){ m_mesh_update_thread.m_camera_offset = camera_offset; }
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// Get event from queue. CE_NONE is returned if queue is empty.
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ClientEvent getClientEvent();
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@ -175,6 +175,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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v3f camera_position = m_camera_position;
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v3f camera_direction = m_camera_direction;
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f32 camera_fov = m_camera_fov;
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v3s16 camera_offset = m_camera_offset;
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m_camera_mutex.Unlock();
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// Use a higher fov to accomodate faster camera movements.
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@ -250,6 +251,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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if not seen on display
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*/
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if (block->mesh != NULL)
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block->mesh->updateCameraOffset(m_camera_offset);
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float range = 100000 * BS;
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if(m_control.range_all == false)
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range = m_control.wanted_range * BS;
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@ -86,12 +86,13 @@ public:
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ISceneNode::drop();
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}
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void updateCamera(v3f pos, v3f dir, f32 fov)
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void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
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{
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JMutexAutoLock lock(m_camera_mutex);
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m_camera_position = pos;
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m_camera_direction = dir;
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m_camera_fov = fov;
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m_camera_offset = offset;
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}
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/*
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@ -146,6 +147,7 @@ private:
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v3f m_camera_position;
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v3f m_camera_direction;
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f32 m_camera_fov;
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v3s16 m_camera_offset;
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JMutex m_camera_mutex;
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std::map<v3s16, MapBlock*> m_drawlist;
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@ -65,6 +65,7 @@ public:
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virtual bool isLocalPlayer(){return false;}
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virtual void setAttachments(){}
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virtual bool doShowSelectionBox(){return true;}
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virtual void updateCameraOffset(v3s16 camera_offset){};
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// Step object in time
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virtual void step(float dtime, ClientEnvironment *env){}
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@ -35,7 +35,8 @@ Clouds::Clouds(
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scene::ISceneNode(parent, mgr, id),
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m_seed(seed),
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m_camera_pos(0,0),
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m_time(0)
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m_time(0),
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m_camera_offset(0,0,0)
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{
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m_material.setFlag(video::EMF_LIGHTING, false);
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//m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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@ -318,6 +319,7 @@ void Clouds::render()
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}
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v3f pos(p0.X, m_cloud_y, p0.Y);
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pos -= intToFloat(m_camera_offset, BS);
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for(u16 i=0; i<4; i++)
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v[i].Pos += pos;
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@ -66,6 +66,11 @@ public:
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void step(float dtime);
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void update(v2f camera_p, video::SColorf color);
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void updateCameraOffset(v3s16 camera_offset)
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{
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m_camera_offset = camera_offset;
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}
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private:
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video::SMaterial m_material;
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@ -76,6 +81,7 @@ private:
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u32 m_seed;
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v2f m_camera_pos;
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float m_time;
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v3s16 m_camera_offset;
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};
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@ -1058,23 +1058,24 @@ public:
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if(getParent() != NULL)
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return;
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v3s16 camera_offset = m_env->getCameraOffset();
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if(m_meshnode){
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m_meshnode->setPosition(pos_translator.vect_show);
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m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
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v3f rot = m_meshnode->getRotation();
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rot.Y = -m_yaw;
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m_meshnode->setRotation(rot);
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}
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if(m_animated_meshnode){
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m_animated_meshnode->setPosition(pos_translator.vect_show);
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m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
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v3f rot = m_animated_meshnode->getRotation();
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rot.Y = -m_yaw;
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m_animated_meshnode->setRotation(rot);
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}
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if(m_spritenode){
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m_spritenode->setPosition(pos_translator.vect_show);
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m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
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}
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}
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void step(float dtime, ClientEnvironment *env)
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{
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if(m_visuals_expired && m_smgr && m_irr){
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@ -500,6 +500,10 @@ public:
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{ m_player_names.push_back(name); }
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void removePlayerName(std::string name)
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{ m_player_names.remove(name); }
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void updateCameraOffset(v3s16 camera_offset)
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{ m_camera_offset = camera_offset; }
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v3s16 getCameraOffset()
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{ return m_camera_offset; }
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private:
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ClientMap *m_map;
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@ -515,6 +519,7 @@ private:
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IntervalLimiter m_drowning_interval;
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IntervalLimiter m_breathing_interval;
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std::list<std::string> m_player_names;
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v3s16 m_camera_offset;
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};
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#endif
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28
src/game.cpp
28
src/game.cpp
@ -228,6 +228,7 @@ PointedThing getPointedThing(Client *client, v3f player_position,
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core::line3d<f32> shootline, f32 d,
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bool liquids_pointable,
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bool look_for_object,
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v3s16 camera_offset,
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std::vector<aabb3f> &hilightboxes,
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ClientActiveObject *&selected_object)
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{
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@ -258,8 +259,8 @@ PointedThing getPointedThing(Client *client, v3f player_position,
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v3f pos = selected_object->getPosition();
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hilightboxes.push_back(aabb3f(
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selection_box->MinEdge + pos,
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selection_box->MaxEdge + pos));
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selection_box->MinEdge + pos - intToFloat(camera_offset, BS),
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selection_box->MaxEdge + pos - intToFloat(camera_offset, BS)));
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}
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mindistance = (selected_object->getPosition() - camera_position).getLength();
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@ -361,8 +362,8 @@ PointedThing getPointedThing(Client *client, v3f player_position,
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i2 != boxes.end(); i2++)
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{
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aabb3f box = *i2;
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box.MinEdge += npf + v3f(-d,-d,-d);
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box.MaxEdge += npf + v3f(d,d,d);
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box.MinEdge += npf + v3f(-d,-d,-d) - intToFloat(camera_offset, BS);
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box.MaxEdge += npf + v3f(d,d,d) - intToFloat(camera_offset, BS);
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hilightboxes.push_back(box);
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}
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}
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@ -2541,6 +2542,8 @@ void the_game(
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Update camera
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*/
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v3s16 old_camera_offset = camera.getOffset();
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LocalPlayer* player = client.getEnv().getLocalPlayer();
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float full_punch_interval = playeritem_toolcap.full_punch_interval;
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float tool_reload_ratio = time_from_last_punch / full_punch_interval;
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@ -2554,10 +2557,19 @@ void the_game(
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v3f camera_position = camera.getPosition();
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v3f camera_direction = camera.getDirection();
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f32 camera_fov = camera.getFovMax();
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v3s16 camera_offset = camera.getOffset();
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bool camera_offset_changed = (camera_offset != old_camera_offset);
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if(!disable_camera_update){
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client.getEnv().getClientMap().updateCamera(camera_position,
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camera_direction, camera_fov);
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camera_direction, camera_fov, camera_offset);
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if (camera_offset_changed){
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client.updateCameraOffset(camera_offset);
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client.getEnv().updateCameraOffset(camera_offset);
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if (clouds)
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clouds->updateCameraOffset(camera_offset);
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}
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}
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// Update sound listener
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@ -2600,6 +2612,7 @@ void the_game(
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&client, player_position, camera_direction,
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camera_position, shootline, d,
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playeritem_def.liquids_pointable, !ldown_for_dig,
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camera_offset,
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// output
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hilightboxes,
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selected_object);
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@ -3030,7 +3043,7 @@ void the_game(
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Update particles
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*/
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allparticles_step(dtime, client.getEnv());
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allparticles_step(dtime);
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allparticlespawners_step(dtime, client.getEnv());
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/*
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@ -3249,7 +3262,8 @@ void the_game(
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*/
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update_draw_list_timer += dtime;
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if(update_draw_list_timer >= 0.2 ||
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update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2){
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update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2 ||
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camera_offset_changed){
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update_draw_list_timer = 0;
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client.getEnv().getClientMap().updateDrawList(driver);
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update_draw_list_last_cam_dir = camera_direction;
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@ -398,7 +398,7 @@ public:
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MeshMakeData mesh_make_data(gamedef);
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MapNode mesh_make_node(id, param1, 0);
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mesh_make_data.fillSingleNode(&mesh_make_node);
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MapBlockMesh mapblock_mesh(&mesh_make_data);
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MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
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scene::IMesh *node_mesh = mapblock_mesh.getMesh();
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assert(node_mesh);
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video::SColor c(255, 255, 255, 255);
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@ -1030,7 +1030,7 @@ static void updateAllFastFaceRows(MeshMakeData *data,
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MapBlockMesh
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*/
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MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_mesh(new scene::SMesh()),
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m_gamedef(data->m_gamedef),
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m_animation_force_timer(0), // force initial animation
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@ -1248,11 +1248,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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&p.indices[0], p.indices.size());
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}
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m_camera_offset = camera_offset;
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/*
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Do some stuff to the mesh
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*/
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translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
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translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
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if(m_mesh)
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{
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@ -1415,6 +1417,14 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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return true;
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}
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void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
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{
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if (camera_offset != m_camera_offset) {
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translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
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m_camera_offset = camera_offset;
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}
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}
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/*
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MeshCollector
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*/
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@ -81,7 +81,7 @@ class MapBlockMesh
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{
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public:
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// Builds the mesh given
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MapBlockMesh(MeshMakeData *data);
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MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
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~MapBlockMesh();
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// Main animation function, parameters:
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@ -107,6 +107,8 @@ public:
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if(m_animation_force_timer > 0)
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m_animation_force_timer--;
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}
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void updateCameraOffset(v3s16 camera_offset);
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private:
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scene::SMesh *m_mesh;
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@ -133,6 +135,9 @@ private:
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u32 m_last_daynight_ratio;
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// For each meshbuffer, maps vertex indices to (day,night) pairs
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std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
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// Camera offset info -> do we have to translate the mesh?
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v3s16 m_camera_offset;
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};
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@ -66,6 +66,7 @@ Particle::Particle(
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{
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// Misc
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m_gamedef = gamedef;
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m_env = &env;
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// Texture
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m_material.setFlag(video::EMF_LIGHTING, false);
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@ -95,7 +96,7 @@ Particle::Particle(
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this->setAutomaticCulling(scene::EAC_OFF);
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// Init lighting
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updateLight(env);
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updateLight();
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// Init model
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updateVertices();
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@ -134,7 +135,7 @@ void Particle::render()
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scene::EPT_TRIANGLES, video::EIT_16BIT);
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}
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void Particle::step(float dtime, ClientEnvironment &env)
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void Particle::step(float dtime)
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{
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m_time += dtime;
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if (m_collisiondetection)
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@ -143,7 +144,7 @@ void Particle::step(float dtime, ClientEnvironment &env)
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v3f p_pos = m_pos*BS;
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v3f p_velocity = m_velocity*BS;
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v3f p_acceleration = m_acceleration*BS;
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collisionMoveSimple(&env, m_gamedef,
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collisionMoveSimple(m_env, m_gamedef,
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BS*0.5, box,
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0, dtime,
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p_pos, p_velocity, p_acceleration);
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@ -158,13 +159,13 @@ void Particle::step(float dtime, ClientEnvironment &env)
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}
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// Update lighting
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updateLight(env);
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updateLight();
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// Update model
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updateVertices();
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}
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void Particle::updateLight(ClientEnvironment &env)
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void Particle::updateLight()
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{
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u8 light = 0;
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try{
|
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@ -173,11 +174,11 @@ void Particle::updateLight(ClientEnvironment &env)
|
||||
floor(m_pos.Y+0.5),
|
||||
floor(m_pos.Z+0.5)
|
||||
);
|
||||
MapNode n = env.getClientMap().getNode(p);
|
||||
light = n.getLightBlend(env.getDayNightRatio(), m_gamedef->ndef());
|
||||
MapNode n = m_env->getClientMap().getNode(p);
|
||||
light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
|
||||
}
|
||||
catch(InvalidPositionException &e){
|
||||
light = blend_light(env.getDayNightRatio(), LIGHT_SUN, 0);
|
||||
light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
|
||||
}
|
||||
m_light = decode_light(light);
|
||||
}
|
||||
@ -199,6 +200,7 @@ void Particle::updateVertices()
|
||||
m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
|
||||
c, tx0, ty0);
|
||||
|
||||
v3s16 camera_offset = m_env->getCameraOffset();
|
||||
for(u16 i=0; i<4; i++)
|
||||
{
|
||||
if (m_vertical) {
|
||||
@ -209,17 +211,16 @@ void Particle::updateVertices()
|
||||
m_vertices[i].Pos.rotateXZBy(m_player->getYaw());
|
||||
}
|
||||
m_box.addInternalPoint(m_vertices[i].Pos);
|
||||
m_vertices[i].Pos += m_pos*BS;
|
||||
m_vertices[i].Pos += m_pos*BS - intToFloat(camera_offset, BS);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
Helpers
|
||||
*/
|
||||
|
||||
|
||||
void allparticles_step (float dtime, ClientEnvironment &env)
|
||||
void allparticles_step (float dtime)
|
||||
{
|
||||
for(std::vector<Particle*>::iterator i = all_particles.begin();
|
||||
i != all_particles.end();)
|
||||
@ -232,7 +233,7 @@ void allparticles_step (float dtime, ClientEnvironment &env)
|
||||
}
|
||||
else
|
||||
{
|
||||
(*i)->step(dtime, env);
|
||||
(*i)->step(dtime);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
@ -67,19 +67,20 @@ class Particle : public scene::ISceneNode
|
||||
virtual void OnRegisterSceneNode();
|
||||
virtual void render();
|
||||
|
||||
void step(float dtime, ClientEnvironment &env);
|
||||
void step(float dtime);
|
||||
|
||||
bool get_expired ()
|
||||
{ return m_expiration < m_time; }
|
||||
|
||||
private:
|
||||
void updateLight(ClientEnvironment &env);
|
||||
void updateLight();
|
||||
void updateVertices();
|
||||
|
||||
video::S3DVertex m_vertices[4];
|
||||
float m_time;
|
||||
float m_expiration;
|
||||
|
||||
ClientEnvironment *m_env;
|
||||
IGameDef *m_gamedef;
|
||||
core::aabbox3d<f32> m_box;
|
||||
core::aabbox3d<f32> m_collisionbox;
|
||||
@ -94,6 +95,7 @@ private:
|
||||
u8 m_light;
|
||||
bool m_collisiondetection;
|
||||
bool m_vertical;
|
||||
v3s16 m_camera_offset;
|
||||
};
|
||||
|
||||
class ParticleSpawner
|
||||
@ -144,7 +146,7 @@ class ParticleSpawner
|
||||
bool m_vertical;
|
||||
};
|
||||
|
||||
void allparticles_step (float dtime, ClientEnvironment &env);
|
||||
void allparticles_step (float dtime);
|
||||
void allparticlespawners_step (float dtime, ClientEnvironment &env);
|
||||
|
||||
void delete_particlespawner (u32 id);
|
||||
|
Loading…
Reference in New Issue
Block a user