]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_mapblock.cpp
Add minetest.register_lbm() to run code on block load only
[minetest.git] / src / content_mapblock.cpp
index a730c50a357d58cc28b99d6f348a021b45b37c2a..c15b9c4240c9f7c170b86ac770c140d8174cafd0 100644 (file)
@@ -20,7 +20,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_mapblock.h"
 #include "util/numeric.h"
 #include "util/directiontables.h"
-#include "main.h" // For g_settings
 #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
 #include "settings.h"
 #include "nodedef.h"
@@ -51,9 +50,9 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
 
        v3f min = box.MinEdge;
        v3f max = box.MaxEdge;
+
+
+
        if(txc == NULL) {
                static const f32 txc_default[24] = {
                        0,0,1,1,
@@ -172,7 +171,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                MeshCollector &collector)
 {
        INodeDefManager *nodedef = data->m_gamedef->ndef();
-       ITextureSource *tsrc = data->m_gamedef->tsrc();
        scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
        scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
 
@@ -183,11 +181,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                Some settings
        */
        bool enable_mesh_cache  = g_settings->getBool("enable_mesh_cache");
-       bool new_style_water = g_settings->getBool("new_style_water");
-
-       float node_liquid_level = 1.0;
-       if (new_style_water)
-               node_liquid_level = 0.85;
 
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
@@ -289,35 +282,29 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        If our topside is liquid, set upper border of face
                                        at upper border of node
                                */
-                               if(top_is_same_liquid)
-                               {
-                                       vertices[2].Pos.Y = 0.5*BS;
-                                       vertices[3].Pos.Y = 0.5*BS;
-                               }
+                               if (top_is_same_liquid) {
+                                       vertices[2].Pos.Y = 0.5 * BS;
+                                       vertices[3].Pos.Y = 0.5 * BS;
+                               } else {
                                /*
                                        Otherwise upper position of face is liquid level
                                */
-                               else
-                               {
-                                       vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
-                                       vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
+                                       vertices[2].Pos.Y = 0.5 * BS;
+                                       vertices[3].Pos.Y = 0.5 * BS;
                                }
                                /*
                                        If neighbor is liquid, lower border of face is liquid level
                                */
-                               if(neighbor_is_same_liquid)
-                               {
-                                       vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
-                                       vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
-                               }
+                               if (neighbor_is_same_liquid) {
+                                       vertices[0].Pos.Y = 0.5 * BS;
+                                       vertices[1].Pos.Y = 0.5 * BS;
+                               } else {
                                /*
                                        If neighbor is not liquid, lower border of face is
                                        lower border of node
                                */
-                               else
-                               {
-                                       vertices[0].Pos.Y = -0.5*BS;
-                                       vertices[1].Pos.Y = -0.5*BS;
+                                       vertices[0].Pos.Y = -0.5 * BS;
+                                       vertices[1].Pos.Y = -0.5 * BS;
                                }
 
                                for(s32 j=0; j<4; j++)
@@ -351,7 +338,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                         */
                        if(top_is_same_liquid)
                                continue;
-                       
+
                        video::S3DVertex vertices[4] =
                        {
                                video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
@@ -360,7 +347,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
                        };
 
-                       v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
+                       v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS);
                        for(s32 i=0; i<4; i++)
                        {
                                vertices[i].Pos += offset;
@@ -384,7 +371,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        content_t c_source = nodedef->getId(f.liquid_alternative_source);
                        if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
                                top_is_same_liquid = true;
-                       
+
                        u16 l = 0;
                        // If this liquid emits light and doesn't contain light, draw
                        // it at what it emits, for an increased effect
@@ -400,7 +387,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        else
                                l = getInteriorLight(n, 0, nodedef);
                        video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
-                       
+
                        u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
 
                        // Neighbor liquid levels (key = relative position)
@@ -433,14 +420,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        content = n2.getContent();
 
                                        if(n2.getContent() == c_source)
-                                               level = (-0.5+node_liquid_level) * BS;
+                                               level = 0.5 * BS;
                                        else if(n2.getContent() == c_flowing){
                                                u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
                                                if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
                                                        liquid_level = 0;
                                                else
                                                        liquid_level -= (LIQUID_LEVEL_MAX+1-range);
-                                               level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
+                                               level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS;
                                        }
 
                                        // Check node above neighbor.
@@ -452,7 +439,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                        n2.getContent() == c_flowing)
                                                flags |= neighborflag_top_is_same_liquid;
                                }
-                               
+
                                neighbor_levels[neighbor_dirs[i]] = level;
                                neighbor_contents[neighbor_dirs[i]] = content;
                                neighbor_flags[neighbor_dirs[i]] = flags;
@@ -460,7 +447,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        // Corner heights (average between four liquids)
                        f32 corner_levels[4];
-                       
+
                        v3s16 halfdirs[4] = {
                                v3s16(0,0,0),
                                v3s16(1,0,0),
@@ -488,7 +475,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        // Source is always the same height
                                        else if(content == c_source)
                                        {
-                                               cornerlevel = (-0.5+node_liquid_level)*BS;
+                                               cornerlevel = 0.5 * BS;
                                                valid_count = 1;
                                                break;
                                        }
@@ -540,14 +527,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                content_t neighbor_content = neighbor_contents[dir];
                                const ContentFeatures &n_feat = nodedef->get(neighbor_content);
-                               
+
                                // Don't draw face if neighbor is blocking the view
                                if(n_feat.solidness == 2)
                                        continue;
-                               
+
                                bool neighbor_is_same_liquid = (neighbor_content == c_source
                                                || neighbor_content == c_flowing);
-                               
+
                                // Don't draw any faces if neighbor same is liquid and top is
                                // same liquid
                                if(neighbor_is_same_liquid == true
@@ -559,7 +546,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                const TileSpec *current_tile = &tile_liquid;
                                if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
                                        current_tile = &tile_liquid_bfculled;
-                               
+
                                video::S3DVertex vertices[4] =
                                {
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
@@ -567,7 +554,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
                                };
-                               
+
                                /*
                                        If our topside is liquid, set upper border of face
                                        at upper border of node
@@ -585,7 +572,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
                                        vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
                                }
-                               
+
                                /*
                                        If neighbor is liquid, lower border of face is corner
                                        liquid levels
@@ -604,7 +591,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[0].Pos.Y = -0.5*BS;
                                        vertices[1].Pos.Y = -0.5*BS;
                                }
-                               
+
                                for(s32 j=0; j<4; j++)
                                {
                                        if(dir == v3s16(0,0,1))
@@ -615,7 +602,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[j].Pos.rotateXZBy(90);
                                        if(dir == v3s16(1,0,-0))
                                                vertices[j].Pos.rotateXZBy(-90);
-                                               
+
                                        // Do this to not cause glitches when two liquids are
                                        // side-by-side
                                        /*if(neighbor_is_same_liquid == false){
@@ -630,11 +617,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                // Add to mesh collector
                                collector.append(*current_tile, vertices, 4, indices, 6);
                        }
-                       
+
                        /*
                                Generate top side, if appropriate
                        */
-                       
+
                        if(top_is_same_liquid == false)
                        {
                                video::S3DVertex vertices[4] =
@@ -644,7 +631,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
                                        video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
                                };
-                               
+
                                // To get backface culling right, the vertices need to go
                                // clockwise around the front of the face. And we happened to
                                // calculate corner levels in exact reverse order.
@@ -658,8 +645,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[i].Pos.Y += corner_levels[j];
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
-                               
-                               // Default downwards-flowing texture animation goes from 
+
+                               // Default downwards-flowing texture animation goes from
                                // -Z towards +Z, thus the direction is +Z.
                                // Rotate texture to make animation go in flow direction
                                // Positive if liquid moves towards +Z
@@ -722,7 +709,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
                                        video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
                                };
-                               
+
                                // Rotations in the g_6dirs format
                                if(j == 0) // Z+
                                        for(u16 i=0; i<4; i++)
@@ -771,7 +758,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        TileSpec tiles[6];
                        for (i = 0; i < 6; i++)
                                tiles[i] = getNodeTile(n, p, dirs[i], data);
-                       
+
                        TileSpec glass_tiles[6];
                        if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
                                glass_tiles[0] = tiles[2];
@@ -782,21 +769,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                glass_tiles[5] = tiles[1];
                        } else {
                                for (i = 0; i < 6; i++)
-                                       glass_tiles[i] = tiles[1];      
+                                       glass_tiles[i] = tiles[1];
                        }
-                       
+
                        u8 param2 = n.getParam2();
                        bool H_merge = ! bool(param2 & 128);
                        bool V_merge = ! bool(param2 & 64);
                        param2  = param2 & 63;
-                       
+
                        u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, f.light_source);
                        v3f pos = intToFloat(p, BS);
                        static const float a = BS / 2;
                        static const float g = a - 0.003;
                        static const float b = .876 * ( BS / 2 );
-                       
+
                        static const aabb3f frame_edges[12] = {
                                aabb3f( b, b,-a, a, a, a), // y+
                                aabb3f(-a, b,-a,-b, a, a), // y+
@@ -819,16 +806,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                aabb3f(-g,-g, g, g, g, g), // z+
                                aabb3f(-g,-g,-g, g, g,-g)  // z-
                        };
-                       
+
                        // table of node visible faces, 0 = invisible
                        int visible_faces[6] = {0,0,0,0,0,0};
-                       
+
                        // table of neighbours, 1 = same type, checked with g_26dirs
                        int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
-                       
+
                        // g_26dirs to check when only horizontal merge is allowed
                        int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
-                       
+
                        content_t current = n.getContent();
                        content_t n2c;
                        MapNode n2;
@@ -846,14 +833,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                n2 = data->m_vmanip.getNodeNoEx(n2p);
                                n2c = n2.getContent();
                                if (n2c == current || n2c == CONTENT_IGNORE)
-                                       nb[4] = 1;      
+                                       nb[4] = 1;
                        } else if (H_merge && !V_merge) {
                                for(i = 0; i < 8; i++) {
                                        n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
                                        n2 = data->m_vmanip.getNodeNoEx(n2p);
                                        n2c = n2.getContent();
                                        if (n2c == current || n2c == CONTENT_IGNORE)
-                                               nb[nb_H_dirs[i]] = 1;           
+                                               nb[nb_H_dirs[i]] = 1;
                                }
                        } else if (H_merge && V_merge) {
                                for(i = 0; i < 18; i++) {
@@ -879,7 +866,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                visible_faces[i] = 1;
                                }
                        }
-                               
+
                        if (!H_merge) {
                                visible_faces[2] = 1;
                                visible_faces[3] = 1;
@@ -894,7 +881,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                visible_faces[i] = 1;
                                }
                        }
-       
+
                        static const u8 nb_triplet[12*3] = {
                                1,2, 7,  1,5, 6,  4,2,15,  4,5,14,
                                2,0,11,  2,3,13,  5,0,10,  5,3,12,
@@ -1011,7 +998,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                case NDT_TORCHLIKE:
                {
                        v3s16 dir = n.getWallMountedDir(nodedef);
-                       
+
                        u8 tileindex = 0;
                        if(dir == v3s16(0,-1,0)){
                                tileindex = 0; // floor
@@ -1071,7 +1058,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        u16 l = getInteriorLight(n, 0, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-                               
+
                        float d = (float)BS/16;
                        float s = BS/2*f.visual_scale;
                        // Wall at X+ of node
@@ -1114,7 +1101,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-                       
+
                        float s = BS / 2 * f.visual_scale;
 
                        for (int j = 0; j < 2; j++)
@@ -1126,16 +1113,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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),
                                };
+                               float rotate_degree = 0;
+                               if (f.param_type_2 == CPT2_DEGROTATE)
+                                       rotate_degree = n.param2 * 2;
 
-                               if(j == 0)
-                               {
+                               if (j == 0) {
                                        for(u16 i = 0; i < 4; i++)
-                                               vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
-                               }
-                               else if(j == 1)
-                               {
+                                               vertices[i].Pos.rotateXZBy(46 + rotate_degree);
+                               } else if (j == 1) {
                                        for(u16 i = 0; i < 4; i++)
-                                               vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
+                                               vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
                                }
 
                                for (int i = 0; i < 4; i++)
@@ -1158,7 +1145,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
-                       float s = BS/2*f.visual_scale;
+                       float s = BS / 2 * f.visual_scale;
 
                        content_t current = n.getContent();
                        content_t n2c;
@@ -1166,148 +1153,116 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        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)
+                               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};
+                       int doDraw[6] = {0, 0, 0, 0, 0, 0};
 
                        bool drawAllFaces = true;
 
-                       bool drawBottomFacesOnly = false; // Currently unused
-
                        // Check for adjacent nodes
-                       for(int i = 0; i < 6; i++)
-                       {
+                       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)
+                                       if (drawAllFaces)
                                                drawAllFaces = false;
 
                                }
                        }
 
-                       for(int j = 0; j < 6; j++)
-                       {
-                               int vOffset = 0; // Vertical offset of faces after rotation
-                               int hOffset = 4; // Horizontal offset of faces to reach the edge
+                       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),
+                               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 + n.param2 * 2);
+                               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.Y -= vOffset;
-                                               vertices[i].Pos.X -= hOffset;
+                                               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 + n.param2 * 2);
+                               } 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.Y -= vOffset;
-                                               vertices[i].Pos.Z -= hOffset;
+                                               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 + n.param2 * 2);
+                               } 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.Y -= vOffset;
-                                               vertices[i].Pos.X += hOffset;
+                                               vertices[i].Pos.X += 4.0;
                                        }
-                               }
-                               else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } 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.Y -= vOffset;
-                                               vertices[i].Pos.Z += hOffset;
+                                               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 + n.param2 * 2);
-                                               vertices[i].Pos.Y -= vOffset;
+                               } 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++) {
-                                               vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
-                                               vertices[i].Pos.Y -= vOffset;
+                               } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(-45);
                                        }
-                               }
-
-                               // Render flames on bottom
-                               else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               // Render flames on bottom of node above
+                               } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
                                                vertices[i].Pos.rotateYZBy(70);
-                                               vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+                                               vertices[i].Pos.rotateXZBy(90);
                                                vertices[i].Pos.Y += 4.84;
-                                               vertices[i].Pos.X -= hOffset+0.7;
+                                               vertices[i].Pos.X -= 4.7;
                                        }
-                               }
-                               else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
                                                vertices[i].Pos.rotateYZBy(70);
-                                               vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+                                               vertices[i].Pos.rotateXZBy(180);
                                                vertices[i].Pos.Y += 4.84;
-                                               vertices[i].Pos.Z -= hOffset+0.7;
+                                               vertices[i].Pos.Z -= 4.7;
                                        }
-                               }
-                               else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
                                                vertices[i].Pos.rotateYZBy(70);
-                                               vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+                                               vertices[i].Pos.rotateXZBy(270);
                                                vertices[i].Pos.Y += 4.84;
-                                               vertices[i].Pos.X += hOffset+0.7;
+                                               vertices[i].Pos.X += 4.7;
                                        }
-                               }
-                               else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
                                                vertices[i].Pos.rotateYZBy(70);
                                                vertices[i].Pos.Y += 4.84;
-                                               vertices[i].Pos.Z += hOffset+0.7;
+                                               vertices[i].Pos.Z += 4.7;
                                        }
-                               }
-                               else {
+                               } else {
                                        // Skip faces that aren't adjacent to a node
                                        continue;
                                }
 
-                               for(int i=0; i<4; i++)
-                               {
+                               for (int i = 0; i < 4; i++) {
                                        vertices[i].Pos *= f.visual_scale;
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
 
-                               u16 indices[] = {0,1,2,2,3,0};
+                               u16 indices[] = {0, 1, 2, 2, 3, 0};
                                // Add to mesh collector
                                collector.append(tile, vertices, 4, indices, 6);
                        }
@@ -1540,7 +1495,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16(0, 0, -1)
                        };
                        TileSpec tiles[6];
-                       
+
                        u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
@@ -1549,7 +1504,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
                        for(std::vector<aabb3f>::iterator
                                        i = boxes.begin();
-                                       i != boxes.end(); i++)
+                                       i != boxes.end(); ++i)
                        {
                        for(int j = 0; j < 6; j++)
                                {
@@ -1559,7 +1514,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                aabb3f box = *i;
                                box.MinEdge += pos;
                                box.MaxEdge += pos;
-                               
+
                                f32 temp;
                                if (box.MinEdge.X > box.MaxEdge.X)
                                {
@@ -1648,55 +1603,5 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                break;}
                }
        }
-       
-       /*
-               Caused by incorrect alpha blending, selection mesh needs to be created as
-               last element to ensure it gets blended correct over nodes with alpha channel
-       */
-       // Create selection mesh
-       v3s16 p = data->m_highlighted_pos_relative;
-       if (data->m_show_hud &&
-                       (p.X >= 0) && (p.X < MAP_BLOCKSIZE) &&
-                       (p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) &&
-                       (p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) {
-
-               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
-               if(n.getContent() != CONTENT_AIR) {
-                       // Get selection mesh light level
-                       static const v3s16 dirs[7] = {
-                                       v3s16( 0, 0, 0),
-                                       v3s16( 0, 1, 0),
-                                       v3s16( 0,-1, 0),
-                                       v3s16( 1, 0, 0),
-                                       v3s16(-1, 0, 0),
-                                       v3s16( 0, 0, 1),
-                                       v3s16( 0, 0,-1)
-                       };
-
-                       u16 l = 0;
-                       u16 l1 = 0;
-                       for (u8 i = 0; i < 7; i++) {
-                               MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);  
-                               l1 = getInteriorLight(n1, -4, nodedef);
-                               if (l1 > l) 
-                                       l = l1;
-                       }
-                       video::SColor c = MapBlock_LightColor(255, l, 0);
-                       data->m_highlight_mesh_color = c;
-                       std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
-                       TileSpec h_tile;                        
-                       h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
-                       h_tile.texture = tsrc->getTextureForMesh("halo.png",&h_tile.texture_id);
-                       v3f pos = intToFloat(p, BS);
-                       f32 d = 0.05 * BS;
-                       for (std::vector<aabb3f>::iterator i = boxes.begin();
-                                       i != boxes.end(); i++) {
-                               aabb3f box = *i;
-                               box.MinEdge += v3f(-d, -d, -d) + pos;
-                               box.MaxEdge += v3f(d, d, d) + pos;
-                               makeCuboid(&collector, box, &h_tile, 1, c, NULL);
-                       }
-               }
-       }
 }