Fix visual_scale for plantlike nodes (again)
fixes #1989 move the plant to the bottom of its node properly, without affecting its scale. See isue #1989
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@ -1188,8 +1188,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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vertices[i].Pos *= f.visual_scale;
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vertices[i].Pos *= f.visual_scale;
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if (f.visual_scale < 1)
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vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
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vertices[i].Pos.Y -= BS/2 * (1 - f.visual_scale);
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vertices[i].Pos += intToFloat(p, BS);
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vertices[i].Pos += intToFloat(p, BS);
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}
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}
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