Fix water-glass and water-lava surfaces
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fea55a9b87
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@ -364,6 +364,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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assert(content_features(n).special_material);
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video::SMaterial &liquid_material =
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*content_features(n).special_material;
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video::SMaterial &liquid_material_bfculled =
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*content_features(n).special_material2;
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assert(content_features(n).special_atlas);
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AtlasPointer &pa_liquid1 =
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*content_features(n).special_atlas;
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@ -516,10 +519,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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continue;
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content_t neighbor_content = neighbor_contents[dir];
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ContentFeatures &n_feat = content_features(neighbor_content);
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// Don't draw face if neighbor is not air or liquid
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if(neighbor_content != CONTENT_AIR
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&& content_liquid(neighbor_content) == false)
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// Don't draw face if neighbor is blocking the view
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if(n_feat.solidness == 2)
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continue;
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bool neighbor_is_same_liquid = (neighbor_content == c_source
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@ -530,6 +533,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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if(neighbor_is_same_liquid == true
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&& top_is_same_liquid == false)
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continue;
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// Use backface culled material if neighbor doesn't have a
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// solidness of 0
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video::SMaterial *current_material = &liquid_material;
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if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
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current_material = &liquid_material_bfculled;
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video::S3DVertex vertices[4] =
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{
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@ -603,7 +612,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(liquid_material, vertices, 4, indices, 6);
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collector.append(*current_material, vertices, 4, indices, 6);
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}
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/*
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@ -415,6 +415,12 @@ void content_mapnode_init()
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AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
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g_texturesource->getTextureId("water.png")));
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f->special_material->setTexture(0, pa_water1->atlas);
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// Flowing water material, backface culled
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f->special_material2 = new video::SMaterial;
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*f->special_material2 = *f->special_material;
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f->special_material2->setFlag(video::EMF_BACK_FACE_CULLING, true);
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f->special_atlas = pa_water1;
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}
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#endif
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@ -460,7 +466,7 @@ void content_mapnode_init()
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f->post_effect_color = video::SColor(64, 100, 100, 200);
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if(f->special_material == NULL && g_texturesource)
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{
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// Flowing water material
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// New-style water source material (mostly unused)
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f->special_material = new video::SMaterial;
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f->special_material->setFlag(video::EMF_LIGHTING, false);
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f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
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@ -482,7 +488,7 @@ void content_mapnode_init()
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f->light_propagates = false;
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f->light_source = LIGHT_MAX-1;
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f->solidness = 0; // Drawn separately, makes no faces
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f->visual_solidness = 2;
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f->visual_solidness = 1; // Does not completely cover block boundaries
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f->walkable = false;
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f->pointable = false;
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f->diggable = false;
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@ -503,10 +509,17 @@ void content_mapnode_init()
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f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
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f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
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f->special_material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer *pa_lava1 = new AtlasPointer(
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g_texturesource->getTexture(
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g_texturesource->getTextureId("lava.png")));
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f->special_material->setTexture(0, pa_lava1->atlas);
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// Flowing lava material, backface culled
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f->special_material2 = new video::SMaterial;
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*f->special_material2 = *f->special_material;
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f->special_material2->setFlag(video::EMF_BACK_FACE_CULLING, true);
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f->special_atlas = pa_lava1;
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}
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#endif
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@ -550,7 +563,7 @@ void content_mapnode_init()
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f->post_effect_color = video::SColor(192, 255, 64, 0);
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if(f->special_material == NULL && g_texturesource)
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{
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// Flowing lava material
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// New-style lava source material (mostly unused)
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f->special_material = new video::SMaterial;
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f->special_material->setFlag(video::EMF_LIGHTING, false);
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f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
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@ -561,6 +574,7 @@ void content_mapnode_init()
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g_texturesource->getTexture(
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g_texturesource->getTextureId("lava.png")));
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f->special_material->setTexture(0, pa_lava1->atlas);
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f->special_atlas = pa_lava1;
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}
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#endif
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@ -427,7 +427,8 @@ void getTileInfo(
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// This is hackish
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content_t content0 = getNodeContent(p, n0, temp_mods);
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content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
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u8 mf = face_contents(content0, content1);
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bool equivalent = false;
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u8 mf = face_contents(content0, content1, &equivalent);
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if(mf == 0)
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{
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@ -450,6 +451,10 @@ void getTileInfo(
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face_dir_corrected = -face_dir;
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}
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// eg. water and glass
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if(equivalent)
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tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
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if(smooth_lighting == false)
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{
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lights[0] = lights[1] = lights[2] = lights[3] =
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@ -174,6 +174,57 @@ void init_mapnode()
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}
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/*
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Nodes make a face if contents differ and solidness differs.
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Return value:
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0: No face
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1: Face uses m1's content
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2: Face uses m2's content
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equivalent: Whether the blocks share the same face (eg. water and glass)
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*/
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u8 face_contents(content_t m1, content_t m2, bool *equivalent)
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{
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*equivalent = false;
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if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
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return 0;
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bool contents_differ = (m1 != m2);
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// Contents don't differ for different forms of same liquid
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if(content_liquid(m1) && content_liquid(m2)
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&& make_liquid_flowing(m1) == make_liquid_flowing(m2))
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contents_differ = false;
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u8 c1 = content_solidness(m1);
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u8 c2 = content_solidness(m2);
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bool solidness_differs = (c1 != c2);
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bool makes_face = contents_differ && solidness_differs;
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if(makes_face == false)
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return 0;
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if(c1 == 0)
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c1 = content_features(m1).visual_solidness;
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if(c2 == 0)
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c2 = content_features(m2).visual_solidness;
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if(c1 == c2){
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*equivalent = true;
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// If same solidness, liquid takes precense
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if(content_features(m1).liquid_type != LIQUID_NONE)
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return 1;
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if(content_features(m2).liquid_type != LIQUID_NONE)
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return 2;
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}
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if(c1 > c2)
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return 1;
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else
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return 2;
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}
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v3s16 facedir_rotate(u8 facedir, v3s16 dir)
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{
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/*
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@ -121,6 +121,7 @@ struct ContentFeatures
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video::SColor post_effect_color;
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// Special irrlicht material, used sometimes
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video::SMaterial *special_material;
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video::SMaterial *special_material2;
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AtlasPointer *special_atlas;
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#endif
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@ -199,6 +200,7 @@ struct ContentFeatures
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vertex_alpha = 255;
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post_effect_color = video::SColor(0, 0, 0, 0);
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special_material = NULL;
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special_material2 = NULL;
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special_atlas = NULL;
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#endif
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param_type = CPT_NONE;
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@ -377,44 +379,9 @@ inline bool content_buildable_to(content_t m)
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0: No face
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1: Face uses m1's content
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2: Face uses m2's content
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equivalent: Whether the blocks share the same face (eg. water and glass)
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*/
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inline u8 face_contents(content_t m1, content_t m2)
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{
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if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
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return 0;
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bool contents_differ = (m1 != m2);
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// Contents don't differ for different forms of same liquid
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if(content_liquid(m1) && content_liquid(m2)
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&& make_liquid_flowing(m1) == make_liquid_flowing(m2))
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contents_differ = false;
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bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
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bool makes_face = contents_differ && solidness_differs;
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if(makes_face == false)
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return 0;
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u8 c1 = content_solidness(m1);
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u8 c2 = content_solidness(m2);
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/*
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Special case for half-transparent content.
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This makes eg. the water (solidness=1) surrounding an underwater
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glass block (solidness=0, visual_solidness=1) not get drawn.
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*/
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if(c1 == 1 && c2 == 0 && content_features(m2).visual_solidness != 0)
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return 0;
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if(c2 == 1 && c1 == 0 && content_features(m1).visual_solidness != 0)
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return 0;
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if(c1 > c2)
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return 1;
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else
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return 2;
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}
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u8 face_contents(content_t m1, content_t m2, bool *equivalent);
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/*
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Packs directions like (1,0,0), (1,-1,0)
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