]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_mapnode.cpp
This looks more like MC view bobbing, but still not even close
[dragonfireclient.git] / src / content_mapnode.cpp
index f45853c4a3e0815e008e368ad26f0d31017bb291..89171755e33a1ec8f640c2927a42c5cf08f9cfd8 100644 (file)
@@ -36,6 +36,11 @@ void setStoneLikeDiggingProperties(DiggingPropertiesList &list, float toughness)
 void setDirtLikeDiggingProperties(DiggingPropertiesList &list, float toughness);
 void setWoodLikeDiggingProperties(DiggingPropertiesList &list, float toughness);
 
+/*
+       A conversion table for backwards compatibility.
+       Maps <=v19 content types to current ones.
+       Should never be touched.
+*/
 content_t trans_table_19[21][2] = {
        {CONTENT_GRASS, 1},
        {CONTENT_TREE, 4},
@@ -293,7 +298,7 @@ void content_mapnode_init()
        f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
        f->solidness = 0; // drawn separately, makes no faces
        f->air_equivalent = true; // grass grows underneath
-       f->setInventoryTexture("item_fence.png");
+       f->setInventoryTexture("fence.png");
        setWoodLikeDiggingProperties(f->digging_properties, 0.75);
 
        i = CONTENT_RAIL;
@@ -370,6 +375,7 @@ void content_mapnode_init()
        f->param_type = CPT_LIGHT;
        f->light_propagates = true;
        f->solidness = 0; // Drawn separately, makes no faces
+       f->visual_solidness = 1;
        f->walkable = false;
        f->pointable = false;
        f->diggable = false;
@@ -379,6 +385,7 @@ void content_mapnode_init()
        f->liquid_alternative_source = CONTENT_WATERSOURCE;
        f->liquid_viscosity = WATER_VISC;
        f->vertex_alpha = WATER_ALPHA;
+       f->post_effect_color = video::SColor(64, 100, 100, 200);
        if(f->special_material == NULL && g_texturesource)
        {
                // Flowing water material
@@ -427,6 +434,7 @@ void content_mapnode_init()
        f->liquid_alternative_source = CONTENT_WATERSOURCE;
        f->liquid_viscosity = WATER_VISC;
        f->vertex_alpha = WATER_ALPHA;
+       f->post_effect_color = video::SColor(64, 100, 100, 200);
        if(f->special_material == NULL && g_texturesource)
        {
                // Flowing water material
@@ -449,6 +457,7 @@ void content_mapnode_init()
        f->light_propagates = false;
        f->light_source = LIGHT_MAX-1;
        f->solidness = 0; // Drawn separately, makes no faces
+       f->visual_solidness = 2;
        f->walkable = false;
        f->pointable = false;
        f->diggable = false;
@@ -458,6 +467,7 @@ void content_mapnode_init()
        f->liquid_alternative_source = CONTENT_LAVASOURCE;
        f->liquid_viscosity = LAVA_VISC;
        f->damage_per_second = 4*2;
+       f->post_effect_color = video::SColor(192, 255, 64, 0);
        if(f->special_material == NULL && g_texturesource)
        {
                // Flowing lava material
@@ -507,6 +517,7 @@ void content_mapnode_init()
        f->liquid_alternative_source = CONTENT_LAVASOURCE;
        f->liquid_viscosity = LAVA_VISC;
        f->damage_per_second = 4*2;
+       f->post_effect_color = video::SColor(192, 255, 64, 0);
        if(f->special_material == NULL && g_texturesource)
        {
                // Flowing lava material