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