#include <cmath>
#include <SAnimatedMesh.h>
#include "settings.h"
-#include "mapnode_contentfeatures.h" // For wield visualization
+#include "nodedef.h" // For wield visualization
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_smgr(smgr),
m_wanted_frametime = 1.0 / wanted_fps;
}
-void Camera::wield(const InventoryItem* item, ITextureSource *tsrc)
+void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
{
+ //ITextureSource *tsrc = gamedef->tsrc();
+ INodeDefManager *ndef = gamedef->ndef();
+
if (item != NULL)
{
bool isCube = false;
// A block-type material
MaterialItem* mat_item = (MaterialItem*) item;
content_t content = mat_item->getMaterial();
- if (content_features(content).solidness || content_features(content).visual_solidness)
- {
- m_wieldnode->setCube(content_features(content).tiles);
+ switch(ndef->get(content).drawtype){
+ case NDT_NORMAL:
+ case NDT_LIQUID:
+ case NDT_FLOWINGLIQUID:
+ case NDT_GLASSLIKE:
+ case NDT_ALLFACES:
+ case NDT_ALLFACES_OPTIONAL:
+ m_wieldnode->setCube(ndef->get(content).tiles);
m_wieldnode->setScale(v3f(30));
isCube = true;
+ break;
+ default:
+ break;
}
}
// If that failed, make an extruded sprite.
if (!isCube)
{
- m_wieldnode->setSprite(item->getImageRaw(tsrc));
+ m_wieldnode->setSprite(item->getImageRaw());
m_wieldnode->setScale(v3f(40));
}