mud gets now grass onto it when placed into sunlight. also removed three old files
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f0e739b69e
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data/stone.png
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30
src/map.cpp
30
src/map.cpp
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@ -860,13 +860,11 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
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The lighting value of the node should be left as-is after changing
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other values. This sets the lighting value to 0.
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*/
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/*void Map::nodeAddedUpdate(v3s16 p, u8 lightwas,
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core::map<v3s16, MapBlock*> &modified_blocks)*/
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void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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core::map<v3s16, MapBlock*> &modified_blocks)
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{
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/*PrintInfo(m_dout);
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m_dout<<DTIME<<"Map::nodeAddedUpdate(): p=("
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m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
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<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
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/*
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@ -898,11 +896,12 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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{
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}
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if(n.d != CONTENT_TORCH)
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{
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/*
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If there is grass below, change it to mud
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If the new node doesn't propagate sunlight and there is
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grass below, change it to mud
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*/
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if(content_features(n.d).sunlight_propagates == false)
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{
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try{
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MapNode bottomnode = getNode(bottompos);
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@ -918,6 +917,19 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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}
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}
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/*
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If the new node is mud and it is under sunlight, change it
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to grass
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*/
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if(n.d == CONTENT_MUD && node_under_sunlight)
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{
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n.d = CONTENT_GRASS;
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}
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/*
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Remove all light that has come out of this node
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*/
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enum LightBank banks[] =
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{
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LIGHTBANK_DAY,
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@ -948,6 +960,10 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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n.setLight(bank, 0);
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}
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/*
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Set the node on the map
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*/
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setNode(p, n);
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/*
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@ -975,7 +991,6 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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if(n2.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
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{
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//m_dout<<DTIME<<"doing"<<std::endl;
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unLightNeighbors(LIGHTBANK_DAY,
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n2pos, n2.getLight(LIGHTBANK_DAY),
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light_sources, modified_blocks);
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@ -993,7 +1008,6 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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/*
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Spread light from all nodes that might be capable of doing so
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TODO: Convert to spreadLight
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*/
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spreadLight(bank, light_sources, modified_blocks);
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}
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