forked from oerkki/voxelands
wieldnode for nodeboxes, and player arm
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122
src/camera.cpp
122
src/camera.cpp
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@ -37,6 +37,8 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_wieldmgr(NULL),
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m_wieldnode(NULL),
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m_wieldnode_baserotation(-100, 110, -100),
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m_wieldnode_baseposition(45, -35, 65),
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m_draw_control(draw_control),
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m_viewing_range_min(5.0),
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@ -268,8 +270,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
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// Position the wielded item
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v3f wield_position = v3f(45, -35, 65);
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v3f wield_rotation = v3f(-100, 110, -100);
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v3f wield_position = m_wieldnode_baseposition;
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v3f wield_rotation = m_wieldnode_baserotation;
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if (m_digging_button != -1)
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{
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f32 digfrac = m_digging_anim;
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@ -453,25 +455,29 @@ void Camera::wield(const InventoryItem* item)
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{
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if (item != NULL)
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{
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bool isCube = false;
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bool haveWield = false;
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m_wieldnode_baserotation = v3f(-100, 110, -100);
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m_wieldnode_baseposition = v3f(45, -35, 65);
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// Try to make a MaterialItem cube.
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if (std::string(item->getName()) == "MaterialItem")
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{
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if (std::string(item->getName()) == "MaterialItem") {
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// A block-type material
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MaterialItem* mat_item = (MaterialItem*) item;
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content_t content = mat_item->getMaterial();
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if (content_features(content).solidness || content_features(content).visual_solidness)
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{
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if (content_features(content).solidness || content_features(content).visual_solidness) {
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m_wieldnode->setCube(content_features(content).tiles);
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m_wieldnode->setScale(v3f(30));
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isCube = true;
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haveWield = true;
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}else if (content_features(content).draw_type == CDT_NODEBOX && content_features(content).wield_nodebox == true) {
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m_wieldnode->setNodeBox(content);
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m_wieldnode->setScale(v3f(30));
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m_wieldnode_baserotation = v3f(-10, 10, -10);
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haveWield = true;
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}
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}
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// If that failed, make an extruded sprite.
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if (!isCube)
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{
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if (!haveWield) {
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m_wieldnode->setSprite(item->getImageRaw());
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m_wieldnode->setScale(v3f(40));
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}
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@ -481,7 +487,12 @@ void Camera::wield(const InventoryItem* item)
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else
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{
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// Bare hands
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m_wieldnode->setVisible(false);
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m_wieldnode->setArm();
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m_wieldnode_baserotation = v3f(-30, 130, 0);
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m_wieldnode_baseposition = v3f(45, -35, 45);
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//m_wieldnode->setSprite(g_texturesource->getTextureRaw("hand.png"));
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//m_wieldnode->setScale(v3f(40,40,100));
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m_wieldnode->setVisible(true);
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}
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}
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@ -573,8 +584,10 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
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{
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const v3f cube_scale(1.0, 1.0, 1.0);
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if (m_cubemesh == NULL)
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m_cubemesh = createCubeMesh(cube_scale);
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if (m_cubemesh)
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m_cubemesh->drop();
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m_cubemesh = createCubeMesh(cube_scale);
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m_meshnode->setMesh(m_cubemesh);
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m_meshnode->setScale(v3f(1));
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@ -599,6 +612,89 @@ void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
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updateLight(m_light);
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}
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void ExtrudedSpriteSceneNode::setNodeBox(content_t c)
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{
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const v3f cube_scale(1.0, 1.0, 1.0);
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if (m_cubemesh)
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m_cubemesh->drop();
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m_cubemesh = createNodeBoxMesh(content_features(c).nodeboxes,cube_scale);
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for (u16 i=0; i < content_features(c).nodeboxes.size(); i++) {
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for (int t=0; t<6; t++) {
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video::ITexture* atlas = content_features(c).tiles[t].texture.atlas;
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v2f pos = content_features(c).tiles[t].texture.pos;
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v2f size = content_features(c).tiles[t].texture.size;
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video::SMaterial& material = m_cubemesh->getMeshBuffer((i*6)+t)->getMaterial();
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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content_features(c).tiles[i].applyMaterialOptions(material);
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material.setTexture(0, atlas);
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material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
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material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
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}
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}
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m_meshnode->setMesh(m_cubemesh);
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m_meshnode->setScale(v3f(1));
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m_meshnode->setVisible(true);
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m_is_cube = true;
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updateLight(m_light);
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}
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void ExtrudedSpriteSceneNode::setArm()
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{
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const v3f cube_scale(0.3, 1.0, 0.3);
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if (m_cubemesh)
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m_cubemesh->drop();
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m_cubemesh = createCubeMesh(cube_scale);
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m_meshnode->setMesh(m_cubemesh);
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m_meshnode->setScale(v3f(1));
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// Get the tile texture and atlas transformation
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std::string tex;
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if (getTexturePath("player.png") != "") {
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tex = "player.png^[forcesingle";
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}else{
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tex = "character.png^[forcesingle";
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}
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video::ITexture* atlas = g_texturesource->getTextureRaw(tex);
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v2f pos(0.625,0.5);
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v2f size(0.0625,-0.0625);
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// Set material flags and texture
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video::SMaterial& material = m_meshnode->getMaterial(0);
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.MaterialType = video::EMT_SOLID;
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material.BackfaceCulling = true;
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material.setTexture(0, atlas);
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material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
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material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
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for (int i = 1; i < 6; ++i) {
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// Get the tile texture and atlas transformation
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v2f pos(0.625,1);
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v2f size(0.0625,-0.375);
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// Set material flags and texture
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video::SMaterial& material = m_meshnode->getMaterial(i);
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.MaterialType = video::EMT_SOLID;
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material.BackfaceCulling = true;
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material.setTexture(0, atlas);
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material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
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material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
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}
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m_meshnode->setVisible(true);
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m_is_cube = true;
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updateLight(m_light);
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}
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void ExtrudedSpriteSceneNode::updateLight(u8 light)
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{
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m_light = light;
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@ -135,6 +135,8 @@ private:
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scene::ISceneManager* m_wieldmgr;
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ExtrudedSpriteSceneNode* m_wieldnode;
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v3f m_wieldnode_baserotation;
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v3f m_wieldnode_baseposition;
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// draw control
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MapDrawControl& m_draw_control;
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@ -204,6 +206,8 @@ public:
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void setSprite(video::ITexture* texture);
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void setCube(const TileSpec tiles[6]);
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void setNodeBox(content_t c);
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void setArm();
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f32 getSpriteThickness() const { return m_thickness; }
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void setSpriteThickness(f32 thickness);
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@ -1720,6 +1720,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_wood_b.png^^[transformFX");
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f->setTexture(4,"door_wood_b.png^^[transformFX");
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f->setInventoryTexture("door_wood_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1735,6 +1736,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_wood_t.png^^[transformFX");
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f->setTexture(4,"door_wood_t.png^^[transformFX");
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f->setInventoryTexture("door_wood_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1751,6 +1753,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_steel_b.png^^[transformFX");
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f->setTexture(4,"door_steel_b.png^^[transformFX");
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f->setInventoryTexture("door_steel_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1768,6 +1771,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_steel_t.png^^[transformFX");
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f->setTexture(4,"door_steel_t.png^^[transformFX");
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f->setInventoryTexture("door_steel_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1786,6 +1790,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_wood_wb.png^[transformFX");
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f->setTexture(4,"door_wood_wb.png^[transformFX");
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f->setInventoryTexture("door_wood_w_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1801,6 +1806,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_wood_wt.png^[transformFX");
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f->setTexture(4,"door_wood_wt.png^[transformFX");
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f->setInventoryTexture("door_wood_w_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1817,6 +1823,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_steel_wb.png^[transformFX");
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f->setTexture(4,"door_steel_wb.png^[transformFX");
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f->setInventoryTexture("door_steel_w_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1834,6 +1841,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_steel_wt.png^[transformFX");
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f->setTexture(4,"door_steel_wt.png^[transformFX");
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f->setInventoryTexture("door_steel_w_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1853,6 +1861,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_wood_b.png");
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f->setTexture(4,"door_wood_b.png");
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f->setInventoryTexture("door_wood_inv.png^[transformFX");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1868,6 +1877,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_wood_t.png");
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f->setTexture(4,"door_wood_t.png");
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f->setInventoryTexture("door_wood_inv.png^[transformFX");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1884,6 +1894,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_steel_b.png");
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f->setTexture(4,"door_steel_b.png");
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f->setInventoryTexture("door_steel_inv.png^[transformFX");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1901,6 +1912,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_steel_t.png");
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f->setTexture(4,"door_steel_t.png");
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f->setInventoryTexture("door_steel_inv.png^[transformFX");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1919,6 +1931,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_wood_wb.png");
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f->setTexture(4,"door_wood_wb.png");
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f->setInventoryTexture("door_wood_w_inv.png^[transformFX");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1934,6 +1947,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_wood_wt.png");
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f->setTexture(4,"door_wood_wt.png");
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f->setInventoryTexture("door_wood_w_inv.png^[transformFX");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1950,6 +1964,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_steel_wb.png");
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f->setTexture(4,"door_steel_wb.png");
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f->setInventoryTexture("door_steel_w_inv.png^[transformFX");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1967,6 +1982,7 @@ void content_mapnode_init()
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f->setTexture(3,"door_steel_wt.png");
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f->setTexture(4,"door_steel_wt.png");
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f->setInventoryTexture("door_steel_w_inv.png^[transformFX");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1984,6 +2000,7 @@ void content_mapnode_init()
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f->setAllTextures("door_wood_b.png");
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f->setTexture(3,"door_wood_b.png^[transformFX");
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f->setInventoryTexture("door_wood_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -1997,6 +2014,7 @@ void content_mapnode_init()
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f->setAllTextures("door_wood_t.png");
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f->setTexture(3,"door_wood_t.png^[transformFX");
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f->setInventoryTexture("door_wood_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -2011,6 +2029,7 @@ void content_mapnode_init()
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f->setAllTextures("door_steel_b.png");
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f->setTexture(3,"door_steel_b.png^[transformFX");
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f->setInventoryTexture("door_steel_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -2026,6 +2045,7 @@ void content_mapnode_init()
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f->setAllTextures("door_steel_t.png");
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f->setTexture(3,"door_steel_t.png^[transformFX");
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f->setInventoryTexture("door_steel_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -2042,6 +2062,7 @@ void content_mapnode_init()
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f->setAllTextures("door_wood_wb.png");
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f->setTexture(3,"door_wood_wb.png^[transformFX");
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f->setInventoryTexture("door_wood_w_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
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@ -2055,6 +2076,7 @@ void content_mapnode_init()
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f->setAllTextures("door_wood_wt.png");
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f->setTexture(3,"door_wood_wt.png^[transformFX");
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f->setInventoryTexture("door_wood_w_inv.png");
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f->wield_nodebox = false;
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f->draw_type = CDT_NODEBOX;
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f->solidness = 0; // drawn separately, makes no faces
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f->is_ground_content = true;
|
||||
|
@ -2069,6 +2091,7 @@ void content_mapnode_init()
|
|||
f->setAllTextures("door_steel_wb.png");
|
||||
f->setTexture(3,"door_steel_wb.png^[transformFX");
|
||||
f->setInventoryTexture("door_steel_w_inv.png");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2084,6 +2107,7 @@ void content_mapnode_init()
|
|||
f->setAllTextures("door_steel_wt.png");
|
||||
f->setTexture(3,"door_steel_wt.png^[transformFX");
|
||||
f->setInventoryTexture("door_steel_w_inv.png");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2103,6 +2127,7 @@ void content_mapnode_init()
|
|||
f->setTexture(4,"door_wood_b.png^[transformFX");
|
||||
f->setTexture(5,"door_wood_b.png^[transformFX");
|
||||
f->setInventoryTexture("door_wood_inv.png^[transformFX");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2118,6 +2143,7 @@ void content_mapnode_init()
|
|||
f->setTexture(4,"door_wood_t.png^[transformFX");
|
||||
f->setTexture(5,"door_wood_t.png^[transformFX");
|
||||
f->setInventoryTexture("door_wood_inv.png^[transformFX");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2135,6 +2161,7 @@ void content_mapnode_init()
|
|||
f->setTexture(4,"door_steel_b.png^[transformFX");
|
||||
f->setTexture(5,"door_steel_b.png^[transformFX");
|
||||
f->setInventoryTexture("door_steel_inv.png^[transformFX");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2152,6 +2179,7 @@ void content_mapnode_init()
|
|||
f->setTexture(4,"door_steel_t.png^[transformFX");
|
||||
f->setTexture(5,"door_steel_t.png^[transformFX");
|
||||
f->setInventoryTexture("door_steel_inv.png^[transformFX");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2170,6 +2198,7 @@ void content_mapnode_init()
|
|||
f->setTexture(4,"door_wood_wb.png^[transformFX");
|
||||
f->setTexture(5,"door_wood_wb.png^[transformFX");
|
||||
f->setInventoryTexture("door_wood_w_inv.png^[transformFX");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2185,6 +2214,7 @@ void content_mapnode_init()
|
|||
f->setTexture(4,"door_wood_wt.png^[transformFX");
|
||||
f->setTexture(5,"door_wood_wt.png^[transformFX");
|
||||
f->setInventoryTexture("door_wood_w_inv.png^[transformFX");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2201,6 +2231,7 @@ void content_mapnode_init()
|
|||
f->setTexture(4,"door_steel_wb.png^[transformFX");
|
||||
f->setTexture(5,"door_steel_wb.png^[transformFX");
|
||||
f->setInventoryTexture("door_steel_w_inv.png^[transformFX");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2218,6 +2249,7 @@ void content_mapnode_init()
|
|||
f->setTexture(4,"door_steel_wt.png^[transformFX");
|
||||
f->setTexture(5,"door_steel_wt.png^[transformFX");
|
||||
f->setInventoryTexture("door_steel_w_inv.png^[transformFX");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2235,6 +2267,7 @@ void content_mapnode_init()
|
|||
f->setAllTextures("hatch_wood.png");
|
||||
f->rotate_tile_with_nodebox = true;
|
||||
f->setInventoryTexture("hatch_wood_inv.png");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2249,6 +2282,7 @@ void content_mapnode_init()
|
|||
f->setAllTextures("hatch_steel.png");
|
||||
f->rotate_tile_with_nodebox = true;
|
||||
f->setInventoryTexture("hatch_steel_inv.png");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2264,6 +2298,7 @@ void content_mapnode_init()
|
|||
f->setAllTextures("hatch_wood_w.png");
|
||||
f->rotate_tile_with_nodebox = true;
|
||||
f->setInventoryTexture("hatch_wood_w_inv.png");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2278,6 +2313,7 @@ void content_mapnode_init()
|
|||
f->setAllTextures("hatch_steel_w.png");
|
||||
f->rotate_tile_with_nodebox = true;
|
||||
f->setInventoryTexture("hatch_steel_w_inv.png");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->is_ground_content = true;
|
||||
|
@ -2296,6 +2332,7 @@ void content_mapnode_init()
|
|||
f->setTexture(3,"hatch_wood.png^[transformR90");
|
||||
f->rotate_tile_with_nodebox = true;
|
||||
f->setInventoryTexture("hatch_wood_inv.png");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->climbable = true;
|
||||
|
@ -2313,6 +2350,7 @@ void content_mapnode_init()
|
|||
f->setTexture(3,"hatch_steel.png^[transformR90");
|
||||
f->rotate_tile_with_nodebox = true;
|
||||
f->setInventoryTexture("hatch_steel_inv.png");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->climbable = true;
|
||||
|
@ -2331,6 +2369,7 @@ void content_mapnode_init()
|
|||
f->setTexture(3,"hatch_wood.png^[transformR90");
|
||||
f->rotate_tile_with_nodebox = true;
|
||||
f->setInventoryTexture("hatch_wood_w_inv.png");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->climbable = true;
|
||||
|
@ -2348,6 +2387,7 @@ void content_mapnode_init()
|
|||
f->setTexture(3,"hatch_steel.png^[transformR90");
|
||||
f->rotate_tile_with_nodebox = true;
|
||||
f->setInventoryTexture("hatch_steel_w_inv.png");
|
||||
f->wield_nodebox = false;
|
||||
f->draw_type = CDT_NODEBOX;
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->climbable = true;
|
||||
|
|
|
@ -147,6 +147,7 @@ struct ContentFeatures
|
|||
#endif
|
||||
|
||||
bool rotate_tile_with_nodebox;
|
||||
bool wield_nodebox;
|
||||
std::string description;
|
||||
std::vector<aabb3f> nodeboxes;
|
||||
|
||||
|
@ -234,6 +235,7 @@ struct ContentFeatures
|
|||
special_atlas = NULL;
|
||||
#endif
|
||||
rotate_tile_with_nodebox = false;
|
||||
wield_nodebox = true;
|
||||
description = std::string("");
|
||||
nodeboxes.clear();
|
||||
nodeboxes.push_back(core::aabbox3d<f32>(
|
||||
|
|
Loading…
Reference in New Issue