master
Perttu Ahola 2011-08-15 02:04:56 +03:00
parent c4b707bca2
commit 8f42a8be0c
11 changed files with 255 additions and 89 deletions

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data/lava.png Normal file

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@ -30,9 +30,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define DEBUGFILE "debug.txt"
#define WATER_ALPHA 160
//#define WATER_ALPHA 190
// Define for simulating the quirks of sending through internet.
// Causes the socket class to deliberately drop random packets.
// This disables unit testing of socket and connection.

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@ -133,23 +133,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
//bool smooth_lighting = g_settings.getBool("smooth_lighting");
bool invisible_stone = g_settings.getBool("invisible_stone");
float node_water_level = 1.0;
float node_liquid_level = 1.0;
if(new_style_water)
node_water_level = 0.85;
node_liquid_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
// Flowing water material
video::SMaterial material_water1;
material_water1.setFlag(video::EMF_LIGHTING, false);
material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_water1.setFlag(video::EMF_FOG_ENABLE, true);
material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer pa_water1 = g_texturesource->getTexture(
g_texturesource->getTextureId("water.png"));
material_water1.setTexture(0, pa_water1.atlas);
// New-style leaves material
video::SMaterial material_leaves1;
material_leaves1.setFlag(video::EMF_LIGHTING, false);
@ -337,30 +326,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
collector.append(material, vertices, 4, indices, 6);
}
/*
Add flowing water to mesh
Add flowing liquid to mesh
*/
else if(n.getContent() == CONTENT_WATER)
else if(content_features(n).liquid_type == LIQUID_FLOWING)
{
bool top_is_water = false;
assert(content_features(n).special_material);
video::SMaterial &liquid_material =
*content_features(n).special_material;
assert(content_features(n).special_atlas);
AtlasPointer &pa_liquid1 =
*content_features(n).special_atlas;
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(ntop.getContent() == CONTENT_WATER || ntop.getContent() == CONTENT_WATERSOURCE)
top_is_water = true;
content_t c_flowing = content_features(n).liquid_alternative_flowing;
content_t c_source = content_features(n).liquid_alternative_source;
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
u8 l = 0;
// Use the light of the node on top if possible
if(content_features(ntop).param_type == CPT_LIGHT)
l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
// Otherwise use the light of this node (the water)
// Otherwise use the light of this node (the liquid)
else
l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
video::SColor c = MapBlock_LightColor(
content_features(n).vertex_alpha, l);
// Neighbor water levels (key = relative position)
// Neighbor liquid levels (key = relative position)
// Includes current node
core::map<v3s16, f32> neighbor_levels;
core::map<v3s16, content_t> neighbor_contents;
core::map<v3s16, u8> neighbor_flags;
const u8 neighborflag_top_is_water = 0x01;
const u8 neighborflag_top_is_same_liquid = 0x01;
v3s16 neighbor_dirs[9] = {
v3s16(0,0,0),
v3s16(0,0,1),
@ -384,19 +383,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
content = n2.getContent();
if(n2.getContent() == CONTENT_WATERSOURCE)
level = (-0.5+node_water_level) * BS;
else if(n2.getContent() == CONTENT_WATER)
if(n2.getContent() == c_source)
level = (-0.5+node_liquid_level) * BS;
else if(n2.getContent() == c_flowing)
level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
* node_water_level) * BS;
* node_liquid_level) * BS;
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
// doesn't exist
p2.Y += 1;
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
if(n2.getContent() == CONTENT_WATERSOURCE || n2.getContent() == CONTENT_WATER)
flags |= neighborflag_top_is_water;
if(n2.getContent() == c_source ||
n2.getContent() == c_flowing)
flags |= neighborflag_top_is_same_liquid;
}
neighbor_levels.insert(neighbor_dirs[i], level);
@ -404,10 +404,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
neighbor_flags.insert(neighbor_dirs[i], flags);
}
//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
//float water_level = neighbor_levels[v3s16(0,0,0)];
//float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
//float liquid_level = neighbor_levels[v3s16(0,0,0)];
// Corner heights (average between four waters)
// Corner heights (average between four liquids)
f32 corner_levels[4];
v3s16 halfdirs[4] = {
@ -426,13 +426,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 neighbordir = cornerdir - halfdirs[j];
u8 content = neighbor_contents[neighbordir];
// Special case for source nodes
if(content == CONTENT_WATERSOURCE)
if(content == c_source)
{
cornerlevel = (-0.5+node_water_level)*BS;
cornerlevel = (-0.5+node_liquid_level)*BS;
valid_count = 1;
break;
}
else if(content == CONTENT_WATER)
else if(content == c_flowing)
{
cornerlevel += neighbor_levels[neighbordir];
valid_count++;
@ -469,24 +469,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 dir = side_dirs[i];
/*
If our topside is water and neighbor's topside
is water, don't draw side face
If our topside is liquid and neighbor's topside
is liquid, don't draw side face
*/
if(top_is_water &&
neighbor_flags[dir] & neighborflag_top_is_water)
if(top_is_same_liquid &&
neighbor_flags[dir] & neighborflag_top_is_same_liquid)
continue;
u8 neighbor_content = neighbor_contents[dir];
// Don't draw face if neighbor is not air or water
// Don't draw face if neighbor is not air or liquid
if(neighbor_content != CONTENT_AIR
&& neighbor_content != CONTENT_WATER)
&& neighbor_content != c_source)
continue;
bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
bool neighbor_is_liquid = (neighbor_content == c_source);
// Don't draw any faces if neighbor is water and top is water
if(neighbor_is_water == true && top_is_water == false)
// Don't draw any faces if neighbor is liquid and top is liquid
if(neighbor_is_liquid == true && top_is_same_liquid == false)
continue;
video::S3DVertex vertices[4] =
@ -496,20 +496,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
pa_liquid1.x0(), pa_liquid1.y0()),
};
/*
If our topside is water, set upper border of face
If our topside is liquid, set upper border of face
at upper border of node
*/
if(top_is_water)
if(top_is_same_liquid)
{
vertices[2].Pos.Y = 0.5*BS;
vertices[3].Pos.Y = 0.5*BS;
@ -524,16 +524,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
/*
If neighbor is water, lower border of face is corner
water levels
If neighbor is liquid, lower border of face is corner
liquid levels
*/
if(neighbor_is_water)
if(neighbor_is_liquid)
{
vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
}
/*
If neighbor is not water, lower border of face is
If neighbor is not liquid, lower border of face is
lower border of node
*/
else
@ -558,14 +558,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
collector.append(liquid_material, vertices, 4, indices, 6);
}
/*
Generate top side, if appropriate
*/
if(top_is_water == false)
if(top_is_same_liquid == false)
{
video::S3DVertex vertices[4] =
{
@ -574,13 +574,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
pa_liquid1.x0(), pa_liquid1.y0()),
};
// This fixes a strange bug
@ -588,7 +588,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for(s32 i=0; i<4; i++)
{
//vertices[i].Pos.Y += water_level;
//vertices[i].Pos.Y += liquid_level;
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
@ -597,29 +597,33 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
collector.append(liquid_material, vertices, 4, indices, 6);
}
}
/*
Add water sources to mesh if using new style
*/
else if(n.getContent() == CONTENT_WATERSOURCE && new_style_water)
else if(content_features(n).liquid_type == LIQUID_SOURCE
&& new_style_water)
{
//bool top_is_water = false;
assert(content_features(n).special_material);
video::SMaterial &liquid_material =
*content_features(n).special_material;
assert(content_features(n).special_atlas);
AtlasPointer &pa_liquid1 =
*content_features(n).special_atlas;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
/*if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE)
top_is_water = true;*/
if(n.getContent() == CONTENT_AIR)
top_is_air = true;
/*if(top_is_water == true)
continue;*/
if(top_is_air == false)
continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
video::SColor c = MapBlock_LightColor(
content_features(n).vertex_alpha, l);
video::S3DVertex vertices[4] =
{
@ -628,24 +632,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
pa_liquid1.x0(), pa_liquid1.y0()),
};
for(s32 i=0; i<4; i++)
{
vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
collector.append(liquid_material, vertices, 4, indices, 6);
}
/*
Add leaves if using new style

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@ -372,6 +372,21 @@ void content_mapnode_init()
f->liquid_type = LIQUID_FLOWING;
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
f->vertex_alpha = 160;
if(f->special_material == NULL && g_texturesource)
{
// Flowing water material
f->special_material = new video::SMaterial;
f->special_material->setFlag(video::EMF_LIGHTING, false);
f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
g_texturesource->getTextureId("water.png")));
f->special_material->setTexture(0, pa_water1->atlas);
f->special_atlas = pa_water1;
}
i = CONTENT_WATERSOURCE;
f = &content_features(i);
@ -389,7 +404,7 @@ void content_mapnode_init()
if(g_texturesource)
t.texture = g_texturesource->getTexture("water.png");
t.alpha = WATER_ALPHA;
t.alpha = 160;
t.material_type = MATERIAL_ALPHA_VERTEX;
t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
f->setAllTiles(t);
@ -404,6 +419,98 @@ void content_mapnode_init()
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
f->vertex_alpha = 160;
if(f->special_material == NULL && g_texturesource)
{
// Flowing water material
f->special_material = new video::SMaterial;
f->special_material->setFlag(video::EMF_LIGHTING, false);
f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
g_texturesource->getTextureId("water.png")));
f->special_material->setTexture(0, pa_water1->atlas);
f->special_atlas = pa_water1;
}
i = CONTENT_LAVA;
f = &content_features(i);
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
f->param_type = CPT_LIGHT;
f->light_propagates = false;
f->light_source = LIGHT_MAX-1;
f->solidness = 0; // Drawn separately, makes no faces
f->walkable = false;
f->pointable = false;
f->diggable = false;
f->buildable_to = true;
f->liquid_type = LIQUID_FLOWING;
f->liquid_alternative_flowing = CONTENT_LAVA;
f->liquid_alternative_source = CONTENT_LAVASOURCE;
if(f->special_material == NULL && g_texturesource)
{
// Flowing lava material
f->special_material = new video::SMaterial;
f->special_material->setFlag(video::EMF_LIGHTING, false);
f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer *pa_lava1 = new AtlasPointer(
g_texturesource->getTexture(
g_texturesource->getTextureId("lava.png")));
f->special_material->setTexture(0, pa_lava1->atlas);
f->special_atlas = pa_lava1;
}
i = CONTENT_LAVASOURCE;
f = &content_features(i);
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
if(new_style_water)
{
f->solidness = 0; // drawn separately, makes no faces
}
else // old style
{
f->solidness = 2;
TileSpec t;
if(g_texturesource)
t.texture = g_texturesource->getTexture("lava.png");
//t.alpha = 255;
//t.material_type = MATERIAL_ALPHA_VERTEX;
//t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
f->setAllTiles(t);
}
f->param_type = CPT_LIGHT;
f->light_propagates = false;
f->light_source = LIGHT_MAX-1;
f->walkable = false;
f->pointable = false;
f->diggable = false;
f->buildable_to = true;
f->liquid_type = LIQUID_SOURCE;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->liquid_alternative_flowing = CONTENT_LAVA;
f->liquid_alternative_source = CONTENT_LAVASOURCE;
if(f->special_material == NULL && g_texturesource)
{
// Flowing lava material
f->special_material = new video::SMaterial;
f->special_material->setFlag(video::EMF_LIGHTING, false);
f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer *pa_lava1 = new AtlasPointer(
g_texturesource->getTexture(
g_texturesource->getTextureId("lava.png")));
f->special_material->setTexture(0, pa_lava1->atlas);
f->special_atlas = pa_lava1;
}
i = CONTENT_TORCH;
f = &content_features(i);

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@ -37,16 +37,24 @@ MapNode mapnode_translate_to_internal(MapNode n_from, u8 version);
// 0x000...0x07f (0...127): param2 is fully usable
// 126 and 127 are reserved.
// Use these sparingly, only when the extra space in param2 might be needed.
// Add a space when there is unused space between numbers.
#define CONTENT_STONE 0
#define CONTENT_WATER 2
#define CONTENT_TORCH 3
#define CONTENT_WATERSOURCE 9
#define CONTENT_SIGN_WALL 14
#define CONTENT_CHEST 15
#define CONTENT_FURNACE 16
#define CONTENT_FENCE 21
#define CONTENT_RAIL 30
#define CONTENT_LADDER 31
#define CONTENT_LAVA 32
#define CONTENT_LAVASOURCE 33
// 0x800...0xfff (2048...4095): higher 4 bytes of param2 are not usable
#define CONTENT_GRASS 0x800 //1

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@ -1632,6 +1632,28 @@ void ClientEnvironment::step(float dtime)
}
}
/*
A quick draft of lava damage
*/
if(m_lava_hurt_interval.step(dtime, 1.0))
{
v3f pf = lplayer->getPosition();
v3s16 p1 = floatToInt(pf + v3f(0, BS*0.0, 0), BS);
MapNode n1 = m_map->getNodeNoEx(p1);
v3s16 p2 = floatToInt(pf + v3f(0, BS*1.5, 0), BS);
MapNode n2 = m_map->getNodeNoEx(p2);
if(n1.getContent() == CONTENT_LAVA ||
n1.getContent() == CONTENT_LAVASOURCE ||
n2.getContent() == CONTENT_LAVA ||
n2.getContent() == CONTENT_LAVASOURCE)
{
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = 4*2; // 4 hearts
m_client_event_queue.push_back(event);
}
}
/*
Stuff that can be done in an arbitarily large dtime
*/
@ -1917,6 +1939,13 @@ void ClientEnvironment::drawPostFx(video::IVideoDriver* driver, v3f camera_pos)
core::rect<s32> rect(0,0, ss.X, ss.Y);
driver->draw2DRectangle(video::SColor(64, 100, 100, 200), rect);
}
else if(content_features(n).solidness == 2 &&
g_settings.getBool("free_move") == false)
{
v2u32 ss = driver->getScreenSize();
core::rect<s32> rect(0,0, ss.X, ss.Y);
driver->draw2DRectangle(video::SColor(255, 0, 0, 0), rect);
}
}
#endif // #ifndef SERVER

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@ -416,6 +416,7 @@ private:
core::map<u16, ClientActiveObject*> m_active_objects;
Queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
IntervalLimiter m_lava_hurt_interval;
};
#endif

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@ -2315,6 +2315,13 @@ void the_game(
// 0-1ms
guienv->drawAll();
/*
Environment post fx
*/
{
client.getEnv()->drawPostFx(driver, camera_position);
}
/*
Draw hotbar
*/
@ -2337,13 +2344,6 @@ void the_game(
NULL);
}
/*
Environment post fx
*/
{
client.getEnv()->drawPostFx(driver, camera_position);
}
/*
End scene
*/

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@ -1817,6 +1817,16 @@ void make_block(BlockMakeData *data)
if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
}
else if(noisebuf_ground_crumbleness.get(x,y,z) <
-2.3 + MYMIN(0.1 * sqrt(MYMAX(0, -y)), 1.5))
{
vmanip.m_data[i] = MapNode(CONTENT_LAVASOURCE);
for(s16 x1=-1; x1<=1; x1++)
for(s16 y1=-1; y1<=1; y1++)
for(s16 z1=-1; z1<=1; z1++)
data->transforming_liquid.push_back(
v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
}
}
data->vmanip->m_area.add_y(em, i, -1);

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@ -30,8 +30,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
ContentFeatures::~ContentFeatures()
{
if(initial_metadata)
delete initial_metadata;
delete initial_metadata;
delete special_material;
delete special_atlas;
}
void ContentFeatures::setTexture(u16 i, std::string name, u8 alpha)

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@ -128,8 +128,8 @@ struct ContentFeatures
bool pointable;
// Player can dig these
bool diggable;
// Player can climb these
bool climbable;
// Player can climb these
bool climbable;
// Player can build on these
bool buildable_to;
// Whether the node has no liquid, source liquid or flowing liquid
@ -153,6 +153,11 @@ struct ContentFeatures
content_t liquid_alternative_flowing;
// If the content is liquid, this is the source version of the liquid.
content_t liquid_alternative_source;
// Used currently for flowing liquids
u8 vertex_alpha;
// Special irrlicht material, used sometimes
video::SMaterial *special_material;
AtlasPointer *special_atlas;
// Amount of light the node emits
u8 light_source;
@ -181,6 +186,10 @@ struct ContentFeatures
dug_item = "";
initial_metadata = NULL;
liquid_alternative_flowing = CONTENT_IGNORE;
liquid_alternative_source = CONTENT_IGNORE;
vertex_alpha = 255;
special_material = NULL;
special_atlas = NULL;
light_source = 0;
digging_properties.clear();
}