return m_position;
}
-const bool GenericCAO::isImmortal()
+bool GenericCAO::isImmortal() const
{
return itemgroup_get(getGroups(), "immortal");
}
if (m_prop.visual == "upright_sprite") {
if (!m_meshnode)
return;
-
- scene::IMesh *mesh = m_meshnode->getMesh();
- for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- buf->getMaterial().EmissiveColor = light_color;
- }
+ for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i)
+ m_meshnode->getMaterial(i).EmissiveColor = light_color;
} else {
scene::ISceneNode *node = getSceneNode();
if (!node)
const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
- if (m_meshnode && m_prop.visual == "upright_sprite") {
- u32 buffers = m_meshnode->getMesh()->getMeshBufferCount();
- for (u32 i = 0; i < buffers; i++) {
- video::SMaterial &mat = m_meshnode->getMesh()->getMeshBuffer(i)->getMaterial();
- // upright sprite has no backface culling
- mat.setFlag(video::EMF_FRONT_FACE_CULLING, hidden);
- }
- return;
- }
-
scene::ISceneNode *node = getSceneNode();
+
if (!node)
return;
+ if (m_prop.visual == "upright_sprite") {
+ // upright sprite has no backface culling
+ node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING, hidden);
+ return;
+ }
+
if (hidden) {
// Hide the mesh by culling both front and
// back faces. Serious hackyness but it works for our