bool light_propagates;
bool sunlight_propagates;
u8 solidness; // Used when choosing which face is drawn
+ u8 visual_solidness; // When solidness=0, this tells how it looks like
// This is used for collision detection.
// Also for general solidness queries.
bool walkable;
u8 liquid_viscosity;
// Used currently for flowing liquids
u8 vertex_alpha;
+ // Post effect color, drawn when the camera is inside the node.
+ video::SColor post_effect_color;
// Special irrlicht material, used sometimes
video::SMaterial *special_material;
AtlasPointer *special_atlas;
light_propagates = false;
sunlight_propagates = false;
solidness = 2;
+ visual_solidness = 0;
walkable = true;
pointable = true;
diggable = true;
liquid_alternative_source = CONTENT_IGNORE;
liquid_viscosity = 0;
vertex_alpha = 255;
+ post_effect_color = video::SColor(0, 0, 0, 0);
special_material = NULL;
special_atlas = NULL;
light_source = 0;