+ // If true, param2 is set to direction when placed. Used for torches.
+ // NOTE: the direction format is quite inefficient and should be changed
+ bool wall_mounted;
+ // If true, node is equivalent to air. Torches are, air is. Water is not.
+ // Is used for example to check whether a mud block can have grass on.
+ bool air_equivalent;
+
+ // Inventory item string as which the node appears in inventory when dug.
+ // Mineral overrides this.
+ std::string dug_item;
+
+ // Initial metadata is cloned from this
+ NodeMetadata *initial_metadata;
+
+ // If the content is liquid, this is the flowing version of the liquid.
+ // If content is liquid, this is the same content.
+ content_t liquid_alternative_flowing;
+ // If the content is liquid, this is the source version of the liquid.
+ content_t liquid_alternative_source;
+ // Viscosity for fluid flow, ranging from 1 to 7, with
+ // 1 giving almost instantaneous propagation and 7 being
+ // the slowest possible
+ u8 liquid_viscosity;
+ // Used currently for flowing liquids
+ u8 vertex_alpha;
+ // Post effect color, drawn when the camera is inside the node.
+ video::SColor post_effect_color;
+ // Special irrlicht material, used sometimes
+ video::SMaterial *special_material;
+ AtlasPointer *special_atlas;
+
+ // Amount of light the node emits
+ u8 light_source;
+
+ // Digging properties for different tools
+ DiggingPropertiesList digging_properties;