+ /*
+ 0: up
+ 1: down
+ 2: right
+ 3: left
+ 4: back
+ 5: front
+ */
+ TileSpec tiles[6];
+
+ video::ITexture *inventory_texture;
+
+ bool is_ground_content;
+ bool light_propagates;
+ bool sunlight_propagates;
+ u8 solidness; // Used when choosing which face is drawn
+ // This is used for collision detection.
+ // Also for general solidness queries.
+ bool walkable;
+ // Player can point to these
+ bool pointable;
+ // Player can dig these
+ bool diggable;
+ // Player can build on these
+ bool buildable_to;
+ // Whether the node has no liquid, source liquid or flowing liquid
+ enum LiquidType liquid_type;
+ // 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;