Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
m_draw_control(draw_control),
- m_client(client)
+ m_client(client),
+ m_player_light_color(0xFFFFFFFF)
{
auto smgr = rendering_engine->get_scene_manager();
// note: making the camera node a child of the player node
bool was_under_zero = m_wield_change_timer < 0;
m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
- if (m_wield_change_timer >= 0 && was_under_zero)
+ if (m_wield_change_timer >= 0 && was_under_zero) {
m_wieldnode->setItem(m_wield_item_next, m_client);
+ m_wieldnode->setNodeLightColor(m_player_light_color);
+ }
if (m_view_bobbing_state != 0)
{
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
- m_wieldnode->setNodeLightColor(player->light_color);
+ m_player_light_color = player->light_color;
+ m_wieldnode->setNodeLightColor(m_player_light_color);
// Set render distance
updateViewingRange();
std::list<Nametag *> m_nametags;
bool m_show_nametag_backgrounds;
+
+ // Last known light color of the player
+ video::SColor m_player_light_color;
};
node_at_lplayer = m_map->getNode(p);
u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
+ lplayer->light_color = encode_light(light, 0); // this transfers light.alpha
final_color_blend(&lplayer->light_color, light, day_night_ratio);
}