//#define CONTENT_WORKBENCH 17
#define CONTENT_COBBLE 18
#define CONTENT_STEEL 19
+#define CONTENT_GLASS 20
+#define CONTENT_FENCE 21
+#define CONTENT_SANDSTONE 22
/*
Content feature list
bool light_propagates;
bool sunlight_propagates;
u8 solidness; // Used when choosing which face is drawn
+ // This is used for collision detection.
+ // Also for general solidness queries.
bool walkable;
+ // Player can point to these
bool pointable;
+ // Player can dig these
bool diggable;
+ // Player can build on these
bool buildable_to;
+ // Whether the node has no liquid, source liquid or flowing liquid
enum LiquidType liquid_type;
- // If true, param2 is set to direction when placed
+ // If true, param2 is set to direction when placed. Used for torches.
// NOTE: the direction format is quite inefficient and should be changed
bool wall_mounted;
+ // If true, node is equivalent to air. Torches are, air is. Water is not.
+ // Is used for example to check whether a mud block can have grass on.
+ bool air_equivalent;
// Inventory item string as which the node appears in inventory when dug.
// Mineral overrides this.
buildable_to = false;
liquid_type = LIQUID_NONE;
wall_mounted = false;
+ air_equivalent = false;
dug_item = "";
initial_metadata = NULL;
}