}
/******************************************************************************/
-TileDef read_tiledef(lua_State *L, int index, u8 drawtype)
+TileDef read_tiledef(lua_State *L, int index, u8 drawtype, bool special)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
bool default_culling = true;
switch (drawtype) {
case NDT_PLANTLIKE:
- case NDT_PLANTLIKE_ROOTED:
case NDT_FIRELIKE:
default_tiling = false;
// "break" is omitted here intentionaly, as PLANTLIKE
case NDT_LIQUID:
default_culling = false;
break;
+ case NDT_PLANTLIKE_ROOTED:
+ default_tiling = !special;
+ default_culling = !special;
+ break;
default:
break;
}
int i = 0;
while(lua_next(L, table) != 0){
// Read tiledef from value
- f.tiledef[i] = read_tiledef(L, -1, f.drawtype);
+ f.tiledef[i] = read_tiledef(L, -1, f.drawtype, false);
// removes value, keeps key for next iteration
lua_pop(L, 1);
i++;
int i = 0;
while (lua_next(L, table) != 0) {
// Read tiledef from value
- f.tiledef_overlay[i] = read_tiledef(L, -1, f.drawtype);
+ f.tiledef_overlay[i] = read_tiledef(L, -1, f.drawtype, false);
// removes value, keeps key for next iteration
lua_pop(L, 1);
i++;
int i = 0;
while(lua_next(L, table) != 0){
// Read tiledef from value
- f.tiledef_special[i] = read_tiledef(L, -1, f.drawtype);
+ f.tiledef_special[i] = read_tiledef(L, -1, f.drawtype, true);
// removes value, keeps key for next iteration
lua_pop(L, 1);
i++;