forked from oerkki/voxelands
Add CMT_GLASS content material type and update glass nodes
This commit is contained in:
parent
78bee0486e
commit
f74f31e832
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@ -690,7 +690,7 @@ void content_mapnode_init(bool repeat)
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f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
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#endif
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f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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lists::add("creative",i);
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@ -710,7 +710,7 @@ void content_mapnode_init(bool repeat)
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f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
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#endif
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f->setInventoryTextureCube("glass_blue.png", "glass_blue.png", "glass_blue.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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crafting::set1Any2Recipe(CONTENT_CRAFTITEM_DYE_BLUE,CONTENT_GLASS,CONTENT_GLASS_BLUE);
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lists::add("craftguide",i);
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@ -732,7 +732,7 @@ void content_mapnode_init(bool repeat)
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f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
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#endif
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f->setInventoryTextureCube("glass_green.png", "glass_green.png", "glass_green.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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crafting::set1Any2Recipe(CONTENT_CRAFTITEM_DYE_GREEN,CONTENT_GLASS,CONTENT_GLASS_GREEN);
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lists::add("craftguide",i);
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@ -754,7 +754,7 @@ void content_mapnode_init(bool repeat)
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f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
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#endif
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f->setInventoryTextureCube("glass_orange.png", "glass_orange.png", "glass_orange.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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crafting::set1Any2Recipe(CONTENT_CRAFTITEM_DYE_ORANGE,CONTENT_GLASS,CONTENT_GLASS_ORANGE);
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lists::add("craftguide",i);
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@ -776,7 +776,7 @@ void content_mapnode_init(bool repeat)
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f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
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#endif
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f->setInventoryTextureCube("glass_purple.png", "glass_purple.png", "glass_purple.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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crafting::set1Any2Recipe(CONTENT_CRAFTITEM_DYE_PURPLE,CONTENT_GLASS,CONTENT_GLASS_PURPLE);
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lists::add("craftguide",i);
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@ -798,7 +798,7 @@ void content_mapnode_init(bool repeat)
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f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
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#endif
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f->setInventoryTextureCube("glass_red.png", "glass_red.png", "glass_red.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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crafting::set1Any2Recipe(CONTENT_CRAFTITEM_DYE_RED,CONTENT_GLASS,CONTENT_GLASS_RED);
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lists::add("craftguide",i);
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@ -820,7 +820,7 @@ void content_mapnode_init(bool repeat)
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f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
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#endif
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f->setInventoryTextureCube("glass_yellow.png", "glass_yellow.png", "glass_yellow.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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crafting::set1Any2Recipe(CONTENT_CRAFTITEM_DYE_YELLOW,CONTENT_GLASS,CONTENT_GLASS_YELLOW);
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lists::add("craftguide",i);
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@ -842,7 +842,7 @@ void content_mapnode_init(bool repeat)
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f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
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#endif
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f->setInventoryTextureCube("glass_black.png", "glass_black.png", "glass_black.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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crafting::set1Any2Recipe(CONTENT_CRAFTITEM_DYE_BLACK,CONTENT_GLASS,CONTENT_GLASS_BLACK);
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lists::add("craftguide",i);
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@ -874,7 +874,7 @@ void content_mapnode_init(bool repeat)
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0.05*BS
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));
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f->setInventoryTextureNodeBox(i,"glass_pane_side.png", "glass.png", "glass_pane_side.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_CRUSHABLE;
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f->suffocation_per_second = 0;
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@ -908,7 +908,7 @@ void content_mapnode_init(bool repeat)
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0.05*BS
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));
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f->setInventoryTextureNodeBox(i,"glass_pane_blue_side.png", "glass_blue.png", "glass_pane_blue_side.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_CRUSHABLE;
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f->suffocation_per_second = 0;
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@ -943,7 +943,7 @@ void content_mapnode_init(bool repeat)
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0.05*BS
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));
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f->setInventoryTextureNodeBox(i,"glass_pane_green_side.png", "glass_green.png", "glass_pane_green_side.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_CRUSHABLE;
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f->suffocation_per_second = 0;
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@ -978,7 +978,7 @@ void content_mapnode_init(bool repeat)
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0.05*BS
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));
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f->setInventoryTextureNodeBox(i,"glass_pane_orange_side.png", "glass_orange.png", "glass_pane_orange_side.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_CRUSHABLE;
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f->suffocation_per_second = 0;
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@ -1013,7 +1013,7 @@ void content_mapnode_init(bool repeat)
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0.05*BS
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));
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f->setInventoryTextureNodeBox(i,"glass_pane_purple_side.png", "glass_purple.png", "glass_pane_purple_side.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_CRUSHABLE;
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f->suffocation_per_second = 0;
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@ -1048,7 +1048,7 @@ void content_mapnode_init(bool repeat)
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0.05*BS
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));
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f->setInventoryTextureNodeBox(i,"glass_pane_red_side.png", "glass_red.png", "glass_pane_red_side.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_CRUSHABLE;
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f->suffocation_per_second = 0;
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@ -1083,7 +1083,7 @@ void content_mapnode_init(bool repeat)
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0.05*BS
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));
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f->setInventoryTextureNodeBox(i,"glass_pane_yellow_side.png", "glass_yellow.png", "glass_pane_yellow_side.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_CRUSHABLE;
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f->suffocation_per_second = 0;
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@ -1118,7 +1118,7 @@ void content_mapnode_init(bool repeat)
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0.05*BS
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));
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f->setInventoryTextureNodeBox(i,"glass_pane_black_side.png", "glass_black.png", "glass_pane_black_side.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_CRUSHABLE;
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f->suffocation_per_second = 0;
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@ -1143,7 +1143,7 @@ void content_mapnode_init(bool repeat)
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f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
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#endif
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f->setInventoryTextureCube("glasslight.png", "glasslight.png", "glasslight.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->light_source = LIGHT_MAX-1;
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crafting::setSurroundRecipe(CONTENT_GLASS,CONTENT_CRAFTITEM_FIREFLY,CONTENT_GLASSLIGHT);
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@ -160,7 +160,7 @@ void content_mapnode_door(bool repeat)
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f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
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f->flammable = 1; // can be replaced by fire if the node under it is set on fire
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content_nodebox_door(f);
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_SOLID;
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f->suffocation_per_second = 0;
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@ -184,7 +184,7 @@ void content_mapnode_door(bool repeat)
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->flammable = 1; // can be replaced by fire if the node under it is set on fire
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content_nodebox_door(f);
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_SOLID;
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f->suffocation_per_second = 0;
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@ -381,7 +381,7 @@ void content_mapnode_door(bool repeat)
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f->flammable = 1; // can be replaced by fire if the node under it is set on fire
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f->fuel_time = 30;
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content_nodebox_door(f);
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_SOLID;
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f->suffocation_per_second = 0;
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@ -406,7 +406,7 @@ void content_mapnode_door(bool repeat)
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f->flammable = 1; // can be replaced by fire if the node under it is set on fire
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f->fuel_time = 30;
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content_nodebox_door(f);
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_SOLID;
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f->suffocation_per_second = 0;
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@ -893,7 +893,7 @@ void content_mapnode_door(bool repeat)
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f->flammable = 1; // can be replaced by fire if the node under it is set on fire
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f->fuel_time = 30;
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content_nodebox_dooror(f);
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_SOLID;
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f->suffocation_per_second = 0;
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@ -918,7 +918,7 @@ void content_mapnode_door(bool repeat)
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f->flammable = 1; // can be replaced by fire if the node under it is set on fire
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f->fuel_time = 30;
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content_nodebox_dooror(f);
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->pressure_type = CST_SOLID;
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f->suffocation_per_second = 0;
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@ -202,7 +202,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slab(f);
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f->setInventoryTextureNodeBox(i,"glass.png", "glass_slab.png", "glass_slab.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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crafting::setRow3Recipe(CONTENT_GLASS,CONTENT_GLASS_SLAB);
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@ -228,7 +228,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slab(f);
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f->setInventoryTextureNodeBox(i,"glass_blue.png", "glass_slab_blue.png", "glass_slab_blue.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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crafting::setRow3Recipe(CONTENT_GLASS,CONTENT_GLASS_BLUE_SLAB);
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@ -255,7 +255,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slab(f);
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f->setInventoryTextureNodeBox(i,"glass_green.png", "glass_slab_green.png", "glass_slab_green.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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crafting::setRow3Recipe(CONTENT_GLASS,CONTENT_GLASS_GREEN_SLAB);
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@ -282,7 +282,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slab(f);
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f->setInventoryTextureNodeBox(i,"glass_orange.png", "glass_slab_orange.png", "glass_slab_orange.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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crafting::setRow3Recipe(CONTENT_GLASS,CONTENT_GLASS_ORANGE_SLAB);
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@ -309,7 +309,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slab(f);
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f->setInventoryTextureNodeBox(i,"glass_purple.png", "glass_slab_purple.png", "glass_slab_purple.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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crafting::setRow3Recipe(CONTENT_GLASS,CONTENT_GLASS_PURPLE_SLAB);
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@ -336,7 +336,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slab(f);
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f->setInventoryTextureNodeBox(i,"glass_red.png", "glass_slab_red.png", "glass_slab_red.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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crafting::setRow3Recipe(CONTENT_GLASS,CONTENT_GLASS_RED_SLAB);
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@ -363,7 +363,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slab(f);
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f->setInventoryTextureNodeBox(i,"glass_yellow.png", "glass_slab_yellow.png", "glass_slab_yellow.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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crafting::setRow3Recipe(CONTENT_GLASS,CONTENT_GLASS_YELLOW_SLAB);
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@ -390,7 +390,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slab(f);
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f->setInventoryTextureNodeBox(i,"glass_black.png", "glass_slab_black.png", "glass_slab_black.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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crafting::setRow3Recipe(CONTENT_GLASS,CONTENT_GLASS_BLACK_SLAB);
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@ -538,7 +538,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slabud(f);
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f->setInventoryTextureNodeBox(i,"glass.png", "glass_slab.png", "glass_slab.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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@ -561,7 +561,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slabud(f);
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f->setInventoryTextureNodeBox(i,"glass_blue.png", "glass_slab_blue.png", "glass_slab_blue.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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@ -584,7 +584,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slabud(f);
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f->setInventoryTextureNodeBox(i,"glass_green.png", "glass_slab_green.png", "glass_slab_green.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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@ -607,7 +607,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slabud(f);
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f->setInventoryTextureNodeBox(i,"glass_orange.png", "glass_slab_orange.png", "glass_slab_orange.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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@ -630,7 +630,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slabud(f);
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f->setInventoryTextureNodeBox(i,"glass_purple.png", "glass_slab_purple.png", "glass_slab_purple.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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@ -653,7 +653,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slabud(f);
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f->setInventoryTextureNodeBox(i,"glass_red.png", "glass_slab_red.png", "glass_slab_red.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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@ -676,7 +676,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slabud(f);
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f->setInventoryTextureNodeBox(i,"glass_yellow.png", "glass_slab_yellow.png", "glass_slab_yellow.png");
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f->type = CMT_WOOD;
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f->type = CMT_GLASS;
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f->hardness = 0.15;
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f->suffocation_per_second = 0;
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@ -699,7 +699,7 @@ void content_mapnode_slab(bool repeat)
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#endif
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content_nodebox_slabud(f);
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f->setInventoryTextureNodeBox(i,"glass_black.png", "glass_slab_black.png", "glass_slab_black.png");
|
||||
f->type = CMT_WOOD;
|
||||
f->type = CMT_GLASS;
|
||||
f->hardness = 0.15;
|
||||
f->suffocation_per_second = 0;
|
||||
}
|
||||
|
|
|
@ -185,7 +185,7 @@ void content_mapnode_special(bool repeat)
|
|||
f->draw_type = CDT_ROOFLIKE;
|
||||
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->type = CMT_DIRT;
|
||||
f->type = CMT_GLASS;
|
||||
f->hardness = 0.75;
|
||||
f->pressure_type = CST_CRUSHABLE;
|
||||
f->suffocation_per_second = 0;
|
||||
|
@ -208,7 +208,7 @@ void content_mapnode_special(bool repeat)
|
|||
f->draw_type = CDT_ROOFLIKE;
|
||||
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->type = CMT_DIRT;
|
||||
f->type = CMT_GLASS;
|
||||
f->hardness = 0.75;
|
||||
f->pressure_type = CST_CRUSHABLE;
|
||||
f->suffocation_per_second = 0;
|
||||
|
@ -232,7 +232,7 @@ void content_mapnode_special(bool repeat)
|
|||
f->draw_type = CDT_ROOFLIKE;
|
||||
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->type = CMT_DIRT;
|
||||
f->type = CMT_GLASS;
|
||||
f->hardness = 0.75;
|
||||
f->pressure_type = CST_CRUSHABLE;
|
||||
f->suffocation_per_second = 0;
|
||||
|
@ -256,7 +256,7 @@ void content_mapnode_special(bool repeat)
|
|||
f->draw_type = CDT_ROOFLIKE;
|
||||
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->type = CMT_DIRT;
|
||||
f->type = CMT_GLASS;
|
||||
f->hardness = 0.75;
|
||||
f->pressure_type = CST_CRUSHABLE;
|
||||
f->suffocation_per_second = 0;
|
||||
|
@ -280,7 +280,7 @@ void content_mapnode_special(bool repeat)
|
|||
f->draw_type = CDT_ROOFLIKE;
|
||||
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->type = CMT_DIRT;
|
||||
f->type = CMT_GLASS;
|
||||
f->hardness = 0.75;
|
||||
f->pressure_type = CST_CRUSHABLE;
|
||||
f->suffocation_per_second = 0;
|
||||
|
@ -304,7 +304,7 @@ void content_mapnode_special(bool repeat)
|
|||
f->draw_type = CDT_ROOFLIKE;
|
||||
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->type = CMT_DIRT;
|
||||
f->type = CMT_GLASS;
|
||||
f->hardness = 0.75;
|
||||
f->pressure_type = CST_CRUSHABLE;
|
||||
f->suffocation_per_second = 0;
|
||||
|
@ -328,7 +328,7 @@ void content_mapnode_special(bool repeat)
|
|||
f->draw_type = CDT_ROOFLIKE;
|
||||
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->type = CMT_DIRT;
|
||||
f->type = CMT_GLASS;
|
||||
f->hardness = 0.75;
|
||||
f->pressure_type = CST_CRUSHABLE;
|
||||
f->suffocation_per_second = 0;
|
||||
|
@ -352,7 +352,7 @@ void content_mapnode_special(bool repeat)
|
|||
f->draw_type = CDT_ROOFLIKE;
|
||||
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
f->type = CMT_DIRT;
|
||||
f->type = CMT_GLASS;
|
||||
f->hardness = 0.75;
|
||||
f->pressure_type = CST_CRUSHABLE;
|
||||
f->suffocation_per_second = 0;
|
||||
|
|
|
@ -67,7 +67,7 @@ DiggingProperties getDiggingProperties(content_t content, content_t tool)
|
|||
case TT_AXE:
|
||||
if (c_features.type == CMT_PLANT) {
|
||||
time *= 2.;
|
||||
}else if (c_features.type != CMT_WOOD) {
|
||||
}else if (c_features.type != CMT_WOOD && c_features.type != CMT_GLASS) {
|
||||
time *= 10.;
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -152,7 +152,8 @@ enum ContentMaterialType {
|
|||
CMT_STONE,
|
||||
CMT_LIQUID,
|
||||
CMT_PLANT,
|
||||
CMT_DIRT
|
||||
CMT_DIRT,
|
||||
CMT_GLASS
|
||||
};
|
||||
|
||||
/*
|
||||
|
|
Loading…
Reference in New Issue