+
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos *= f.visual_scale;
+ vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
+ vertices[i].Pos += intToFloat(p, BS);
+ // move to a random spot to avoid moire
+ if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
+ vertices[i].Pos.X += random_offset_X;
+ vertices[i].Pos.Z += random_offset_Z;
+ }
+ // randomly move each face up/down
+ if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x20) != 0)) {
+ PseudoRandom yrng(j | x<<16 | z<<8 | y<<24 );
+ vertices[i].Pos.Y -= BS * ((yrng.next() % 16 / 16.0) * 0.125);
+ }
+ }
+
+ u16 indices[] = {0, 1, 2, 2, 3, 0};
+ // Add to mesh collector
+ collector.append(tile, vertices, 4, indices, 6);
+
+ // stop adding faces for meshes with less than 4 faces
+ if (f.param_type_2 == CPT2_MESHOPTIONS) {
+ if (((p2mesh == 0) || (p2mesh == 1)) && (j == 1))
+ break;
+ else if ((p2mesh == 2) && (j == 2))
+ break;
+ } else if (j == 1) {
+ break;
+ }
+
+ }
+ break;}
+ case NDT_FIRELIKE:
+ {
+ TileSpec tile = getNodeTileN(n, p, 0, data);
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
+ float s = BS / 2 * f.visual_scale;
+
+ content_t current = n.getContent();
+ content_t n2c;
+ MapNode n2;
+ v3s16 n2p;
+
+ static const v3s16 dirs[6] = {
+ v3s16( 0, 1, 0),
+ v3s16( 0, -1, 0),
+ v3s16( 1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0, -1)
+ };
+
+ int doDraw[6] = {0, 0, 0, 0, 0, 0};
+
+ bool drawAllFaces = true;
+
+ // Check for adjacent nodes
+ for (int i = 0; i < 6; i++) {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
+ doDraw[i] = 1;
+ if (drawAllFaces)
+ drawAllFaces = false;
+
+ }
+ }
+
+ for (int j = 0; j < 6; j++) {
+
+ video::S3DVertex vertices[4] = {
+ video::S3DVertex(-s, -BS / 2, 0, 0, 0, 0, c, 0, 1),
+ video::S3DVertex( s, -BS / 2, 0, 0, 0, 0, c, 1, 1),
+ video::S3DVertex( s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 1, 0),
+ video::S3DVertex(-s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 0, 0),
+ };
+
+ // Calculate which faces should be drawn, (top or sides)
+ if (j == 0 && (drawAllFaces ||
+ (doDraw[3] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(90);
+ vertices[i].Pos.rotateXYBy(-10);
+ vertices[i].Pos.X -= 4.0;
+ }
+ } else if (j == 1 && (drawAllFaces ||
+ (doDraw[5] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(180);
+ vertices[i].Pos.rotateYZBy(10);
+ vertices[i].Pos.Z -= 4.0;
+ }
+ } else if (j == 2 && (drawAllFaces ||
+ (doDraw[2] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(270);
+ vertices[i].Pos.rotateXYBy(10);
+ vertices[i].Pos.X += 4.0;
+ }
+ } else if (j == 3 && (drawAllFaces ||
+ (doDraw[4] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(-10);
+ vertices[i].Pos.Z += 4.0;
+ }
+ // Center cross-flames
+ } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(45);
+ }
+ } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
+ for (int i = 0; i < 4; i++) {