#include <string>
#include "irrlichttypes_bloated.h"
#include "tileanimation.h"
+#include "mapnode.h"
// This file defines the particle-related structures that both the server and
// client need. The ParticleManager and rendering is in client/particles.h
std::string texture;
struct TileAnimationParams animation;
u8 glow = 0;
+ MapNode node;
+ u8 node_tile = 0;
CommonParticleParams() {
animation.type = TAT_NONE;
+ node.setContent(CONTENT_IGNORE);
}
/* This helper is useful for copying params from
to.texture = texture;
to.animation = animation;
to.glow = glow;
+ to.node = node;
+ to.node_tile = node_tile;
}
};