updated brick textures pt1
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1433667759
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@ -3488,6 +3488,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3f pos = intToFloat(p, BS);
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s16 rot = n.getRotationAngle();
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// remove rotation from the node, we'll do it ourselves
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{
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content_t c = n.getContent();
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n.param1 = 0;
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n.setContent(c);
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}
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TileSpec tiles[6];
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NodeMetadata *meta = data->m_env->getMap().getNodeMetadata(p+blockpos_nodes);
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for (int i=0; i<6; i++) {
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@ -609,7 +609,11 @@ void content_mapnode_init(bool repeat)
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f = &content_features(i);
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f->description = wgettext("Brick");
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f->setAllTextures("brick.png");
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f->setInventoryTextureCube("brick.png", "brick.png", "brick.png");
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f->setTexture(0,"brick_top.png");
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f->setTexture(1,"brick_top.png^[transformR90");
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f->setTexture(2,"brick_side.png");
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f->setTexture(3,"brick_side.png");
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f->setInventoryTextureCube("brick_top.png", "brick.png", "brick_side.png");
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f->draw_type = CDT_CUBELIKE;
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f->is_ground_content = true;
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f->dug_item = std::string("CraftItem clay_brick 4");
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@ -151,13 +151,17 @@ void content_mapnode_slab(bool repeat)
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f = &content_features(i);
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f->description = wgettext("Brick Slab");
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f->setAllTextures("brick.png");
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f->setTexture(0,"brick_top.png");
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f->setTexture(1,"brick_top.png^[transformR90");
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f->setTexture(2,"brick_side.png");
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f->setTexture(3,"brick_side.png");
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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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f->dug_item = std::string("CraftItem clay_brick 4");
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f->special_alternate_node = CONTENT_BRICK;
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content_nodebox_slab(f);
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f->setInventoryTextureNodeBox(i,"brick.png", "brick.png", "brick.png");
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f->setInventoryTextureNodeBox(i,"brick_top.png", "brick.png", "brick_side.png");
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f->type = CMT_STONE;
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f->hardness = 1.0;
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f->suffocation_per_second = 0;
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@ -493,14 +497,18 @@ void content_mapnode_slab(bool repeat)
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i = CONTENT_BRICK_SLAB_UD;
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f = &content_features(i);
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f->setAllTextures("brick.png");
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f->setAllTextures("brick.png^[transformfy");
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f->setTexture(0,"brick_top.png^[transformR90");
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f->setTexture(1,"brick_top.png");
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f->setTexture(2,"brick_side.png^[transformfy");
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f->setTexture(3,"brick_side.png^[transformfy");
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f->draw_type = CDT_SLABLIKE;
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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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f->dug_item = std::string("CraftItem clay_brick 4");
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f->special_alternate_node = CONTENT_BRICK;
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content_nodebox_slabud(f);
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f->setInventoryTextureNodeBox(i,"brick.png", "brick.png", "brick.png");
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f->setInventoryTextureNodeBox(i,"brick_top.png", "brick.png^[transformfy", "brick_side.png^[transformfy");
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f->type = CMT_STONE;
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f->hardness = 1.0;
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f->suffocation_per_second = 0;
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@ -145,12 +145,17 @@ void content_mapnode_stair(bool repeat)
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f->description = wgettext("Brick Stair");
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f->param_type = CPT_FACEDIR_SIMPLE;
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f->setAllTextures("brick.png");
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f->setTexture(0,"brick_stair_top.png");
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f->setTexture(1,"brick_top.png^[transformR90");
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f->setTexture(2,"brick_side.png");
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f->setTexture(3,"brick_side.png");
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f->setTexture(5,"brick_stair_front.png");
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f->draw_type = CDT_STAIRLIKE;
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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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f->dug_item = std::string("CraftItem clay_brick 4");
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content_nodebox_stair(f);
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f->setInventoryTextureNodeBox(i,"brick.png", "brick.png", "brick.png");
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f->setInventoryTextureNodeBox(i,"brick_stair_top.png", "brick_stair_front.png", "brick_side.png");
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f->type = CMT_STONE;
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f->hardness = 1.0;
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crafting::setStairRecipe(CONTENT_BRICK,CONTENT_BRICK_STAIR);
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@ -266,13 +271,18 @@ void content_mapnode_stair(bool repeat)
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i = CONTENT_BRICK_STAIR_UD;
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f = &content_features(i);
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f->param_type = CPT_FACEDIR_SIMPLE;
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f->setAllTextures("brick.png");
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f->setAllTextures("brick.png^[transformfy");
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f->setTexture(0,"brick_stair_top.png");
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f->setTexture(1,"brick_top.png");
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f->setTexture(2,"brick_side.png^[transformfy");
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f->setTexture(3,"brick_side.png^[transformfy");
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f->setTexture(5,"brick_stair_front.png^[transformfy");
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f->draw_type = CDT_STAIRLIKE;
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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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f->dug_item = std::string("CraftItem clay_brick 4");
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content_nodebox_stairud(f);
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f->setInventoryTextureNodeBox(i,"brick.png", "brick.png", "brick.png");
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f->setInventoryTextureNodeBox(i,"brick.png", "brick_front.png", "brick.png");
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f->type = CMT_STONE;
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f->hardness = 1.0;
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f->suffocation_per_second = 0;
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