Fixed texture sizing issue
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5ffe793651
9
init.lua
9
init.lua
@ -129,6 +129,7 @@ end
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function handle_tiles(node) -- Return an image of the tile
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local tiles = node.tiles
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local resize_string = "^[resize:64x64"
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if tiles then -- Make sure every tile is a string
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for i,v in pairs(tiles) do
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@ -144,11 +145,11 @@ function handle_tiles(node) -- Return an image of the tile
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-- These are the types it can draw correctly
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if node.drawtype == "normal" or node.drawtype == "allfaces" or node.drawtype == "allfaces_optional" or node.drawtype == "glasslike" or node.drawtype == "glasslike_framed" or node.drawtype == "glasslike_framed_optional" then
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if #tiles == 1 then -- This type of block has only 1 image, so it must be on all faces
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return minetest.inventorycube(tiles[1], tiles[1], tiles[1])
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return minetest.inventorycube(tiles[1], tiles[1], tiles[1]) .. resize_string
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elseif #tiles == 3 then -- This type of block has 3 images, so it's probably 1 on top, 1 on bottom, the rest on the side
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return minetest.inventorycube(tiles[1], tiles[3], tiles[3])
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return minetest.inventorycube(tiles[1], tiles[3], tiles[3]) .. resize_string
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elseif #tiles == 6 then -- This one has 6 images, so display the ones we can
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return minetest.inventorycube(tiles[1], tiles[6], tiles[5]) -- Not actually sure if 5 is the correct number but it's basically the same thing most of the time
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return minetest.inventorycube(tiles[1], tiles[6], tiles[5]) .. resize_string -- Not actually sure if 5 is the correct number but it's basically the same thing most of the time
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end
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end
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end
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@ -167,4 +168,4 @@ function blank_player_hud(player) -- Make hud appear blank
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player:hud_change(player_to_id_text[player], "text", "")
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player:hud_change(player_to_id_mtext[player], "text", "")
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player:hud_change(player_to_id_image[player], "text", "")
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end
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end
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