NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
NDT_FLOWINGLIQUID, // A very special kind of thing
NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
- NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all visible faces
- // uses 2 textures, one for frames, second for faces
NDT_ALLFACES, // Leaves-like, draw all faces no matter what
NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
NDT_TORCHLIKE,
NDT_FENCELIKE,
NDT_RAILLIKE,
NDT_NODEBOX,
+ NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
+ // visible faces
+ // uses 2 textures, one for frames, second for faces
};
#define CF_SPECIAL_COUNT 2
u8 liquid_viscosity;
// Is liquid renewable (new liquid source will be created between 2 existing)
bool liquid_renewable;
+ bool drowning;
// Amount of light the node emits
u8 light_source;
u32 damage_per_second;
/*
Update tile textures to latest return values of TextueSource.
- Call after updating the texture atlas of a TextureSource.
*/
virtual void updateTextures(ITextureSource *tsrc)=0;