fix flag wield item / inventory texture
Before Width: | Height: | Size: 313 B After Width: | Height: | Size: 316 B |
Before Width: | Height: | Size: 309 B After Width: | Height: | Size: 313 B |
Before Width: | Height: | Size: 302 B After Width: | Height: | Size: 307 B |
Before Width: | Height: | Size: 311 B After Width: | Height: | Size: 315 B |
Before Width: | Height: | Size: 315 B After Width: | Height: | Size: 316 B |
Before Width: | Height: | Size: 318 B After Width: | Height: | Size: 323 B |
Before Width: | Height: | Size: 303 B After Width: | Height: | Size: 307 B |
Before Width: | Height: | Size: 310 B After Width: | Height: | Size: 316 B |
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@ -1695,7 +1695,6 @@ void content_mapnode_special(bool repeat)
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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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content_nodebox_flag(f);
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f->setInventoryTextureNodeBox(i,"flag.png","flag.png","flag_end.png");
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f->home_node = PLAYERFLAG_WHITE;
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f->type = CMT_WOOD;
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f->hardness = 0.4;
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@ -1742,7 +1741,6 @@ void content_mapnode_special(bool repeat)
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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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content_nodebox_flag(f);
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f->setInventoryTextureNodeBox(i,"flag_blue.png","flag_blue.png","flag_blue_end.png");
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f->home_node = PLAYERFLAG_BLUE;
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f->type = CMT_WOOD;
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f->hardness = 0.4;
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@ -1768,7 +1766,6 @@ void content_mapnode_special(bool repeat)
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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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content_nodebox_flag(f);
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f->setInventoryTextureNodeBox(i,"flag_green.png","flag_green.png","flag_green_end.png");
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f->home_node = PLAYERFLAG_GREEN;
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f->type = CMT_WOOD;
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f->hardness = 0.4;
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@ -1794,7 +1791,6 @@ void content_mapnode_special(bool repeat)
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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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content_nodebox_flag(f);
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f->setInventoryTextureNodeBox(i,"flag_orange.png","flag_orange.png","flag_orange_end.png");
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f->home_node = PLAYERFLAG_ORANGE;
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f->type = CMT_WOOD;
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f->hardness = 0.4;
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@ -1820,7 +1816,6 @@ void content_mapnode_special(bool repeat)
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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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content_nodebox_flag(f);
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f->setInventoryTextureNodeBox(i,"flag_purple.png","flag_purple.png","flag_purple_end.png");
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f->home_node = PLAYERFLAG_PURPLE;
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f->type = CMT_WOOD;
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f->hardness = 0.4;
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@ -1846,7 +1841,6 @@ void content_mapnode_special(bool repeat)
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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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content_nodebox_flag(f);
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f->setInventoryTextureNodeBox(i,"flag_red.png","flag_red.png","flag_red_end.png");
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f->home_node = PLAYERFLAG_RED;
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f->type = CMT_WOOD;
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f->hardness = 0.4;
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@ -1872,7 +1866,6 @@ void content_mapnode_special(bool repeat)
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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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content_nodebox_flag(f);
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f->setInventoryTextureNodeBox(i,"flag_yellow.png","flag_yellow.png","flag_yellow_end.png");
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f->home_node = PLAYERFLAG_YELLOW;
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f->type = CMT_WOOD;
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f->hardness = 0.4;
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@ -1898,7 +1891,6 @@ void content_mapnode_special(bool repeat)
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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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content_nodebox_flag(f);
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f->setInventoryTextureNodeBox(i,"flag_black.png","flag_black.png","flag_black_end.png");
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f->home_node = PLAYERFLAG_BLACK;
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f->type = CMT_WOOD;
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f->hardness = 0.4;
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@ -1451,12 +1451,6 @@ void content_nodebox_flag(ContentFeatures *f)
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f->setNodeBox(NodeBox(
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-0.125*BS,-0.5*BS,-0.125*BS,0.125*BS,0.5*BS,0.125*BS
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));
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//f->setNodeBox(NodeBox(
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//-0.4375*BS,-0.5*BS,-0.1875*BS,-0.25*BS,0.5*BS,0.*BS
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//));
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//f->addNodeBox(NodeBox(
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//-0.25*BS,0.*BS,-0.125*BS,0.4375*BS,0.4375*BS,-0.0625*BS
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//));
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}
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void content_nodebox_flower_pot(ContentFeatures *f)
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