Add firelike drawtype
parent
b5a6bf2068
commit
9a685a4f2e
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@ -422,6 +422,7 @@ Look for examples in games/minimal or games/minetest_game.
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- torchlike
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- torchlike
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- signlike
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- signlike
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- plantlike
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- plantlike
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- firelike
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- fencelike
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- fencelike
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- raillike
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- raillike
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- nodebox -- See below. EXPERIMENTAL
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- nodebox -- See below. EXPERIMENTAL
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@ -1187,6 +1187,168 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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collector.append(tile, vertices, 4, indices, 6);
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collector.append(tile, vertices, 4, indices, 6);
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}
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}
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break;}
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break;}
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case NDT_FIRELIKE:
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{
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TileSpec tile = getNodeTileN(n, p, 0, data);
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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float s = BS/2*f.visual_scale;
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content_t current = n.getContent();
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content_t n2c;
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MapNode n2;
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v3s16 n2p;
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static const v3s16 dirs[6] = {
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v3s16( 0, 1, 0),
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v3s16( 0,-1, 0),
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v3s16( 1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16( 0, 0, 1),
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v3s16( 0, 0,-1)
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};
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int doDraw[6] = {0,0,0,0,0,0};
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bool drawAllFaces = true;
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bool drawBottomFacesOnly = false; // Currently unused
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// Check for adjacent nodes
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for(int i = 0; i < 6; i++)
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{
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n2p = blockpos_nodes + p + dirs[i];
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n2 = data->m_vmanip.getNodeNoEx(n2p);
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n2c = n2.getContent();
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if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
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doDraw[i] = 1;
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if(drawAllFaces)
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drawAllFaces = false;
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}
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}
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for(int j = 0; j < 6; j++)
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{
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int vOffset = 0; // Vertical offset of faces after rotation
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int hOffset = 4; // Horizontal offset of faces to reach the edge
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
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video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
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video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
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video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
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};
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// Calculate which faces should be drawn, (top or sides)
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if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
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vertices[i].Pos.rotateXYBy(-10);
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vertices[i].Pos.Y -= vOffset;
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vertices[i].Pos.X -= hOffset;
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}
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}
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else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
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vertices[i].Pos.rotateYZBy(10);
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vertices[i].Pos.Y -= vOffset;
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vertices[i].Pos.Z -= hOffset;
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}
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}
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else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1)))
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
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vertices[i].Pos.rotateXYBy(10);
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vertices[i].Pos.Y -= vOffset;
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vertices[i].Pos.X += hOffset;
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}
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}
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else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateYZBy(-10);
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vertices[i].Pos.Y -= vOffset;
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vertices[i].Pos.Z += hOffset;
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}
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}
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// Center cross-flames
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else if(j == 4 && (drawAllFaces || doDraw[1] == 1))
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{
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for(int i=0; i<4; i++) {
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vertices[i].Pos.rotateXZBy(45 + n.param2 * 2);
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vertices[i].Pos.Y -= vOffset;
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}
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}
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else if(j == 5 && (drawAllFaces || doDraw[1] == 1))
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{
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for(int i=0; i<4; i++) {
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vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
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vertices[i].Pos.Y -= vOffset;
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}
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}
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// Render flames on bottom
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else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.X -= hOffset+0.7;
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}
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}
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else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.Z -= hOffset+0.7;
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}
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}
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else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.X += hOffset+0.7;
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}
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}
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else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.Z += hOffset+0.7;
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}
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}
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else {
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// Skip faces that aren't adjacent to a node
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continue;
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}
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for(int i=0; i<4; i++)
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{
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vertices[i].Pos *= f.visual_scale;
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vertices[i].Pos += intToFloat(p, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(tile, vertices, 4, indices, 6);
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}
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break;}
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case NDT_FENCELIKE:
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case NDT_FENCELIKE:
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{
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{
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TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
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TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
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@ -691,6 +691,8 @@ public:
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if (f->waving == 1)
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if (f->waving == 1)
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material_type = TILE_MATERIAL_WAVING_PLANTS;
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material_type = TILE_MATERIAL_WAVING_PLANTS;
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break;
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break;
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case NDT_FIRELIKE:
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f->backface_culling = false;
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case NDT_TORCHLIKE:
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case NDT_TORCHLIKE:
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case NDT_SIGNLIKE:
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case NDT_SIGNLIKE:
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case NDT_FENCELIKE:
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case NDT_FENCELIKE:
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@ -149,6 +149,7 @@ enum NodeDrawType
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NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
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NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
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// visible faces
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// visible faces
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// uses 2 textures, one for frames, second for faces
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// uses 2 textures, one for frames, second for faces
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NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes
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};
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};
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#define CF_SPECIAL_COUNT 6
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#define CF_SPECIAL_COUNT 6
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@ -40,6 +40,7 @@ struct EnumString ScriptApiNode::es_DrawType[] =
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{NDT_TORCHLIKE, "torchlike"},
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{NDT_TORCHLIKE, "torchlike"},
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{NDT_SIGNLIKE, "signlike"},
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{NDT_SIGNLIKE, "signlike"},
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{NDT_PLANTLIKE, "plantlike"},
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{NDT_PLANTLIKE, "plantlike"},
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{NDT_FIRELIKE, "firelike"},
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{NDT_FENCELIKE, "fencelike"},
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{NDT_FENCELIKE, "fencelike"},
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{NDT_RAILLIKE, "raillike"},
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{NDT_RAILLIKE, "raillike"},
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{NDT_NODEBOX, "nodebox"},
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{NDT_NODEBOX, "nodebox"},
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@ -644,7 +644,8 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
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"NDT_FENCELIKE",
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"NDT_FENCELIKE",
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"NDT_RAILLIKE",
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"NDT_RAILLIKE",
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"NDT_NODEBOX",
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"NDT_NODEBOX",
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"NDT_GLASSLIKE_FRAMED"
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"NDT_GLASSLIKE_FRAMED",
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"NDT_FIRELIKE"
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};
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};
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for (int i = 0; i < 14; i++){
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for (int i = 0; i < 14; i++){
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