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Move updateTextures and fillTileAttribs to ContentFeatures
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@@ -112,6 +112,26 @@ struct NodeBox
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struct MapNode;
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class NodeMetadata;
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enum LeavesStyle {
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LEAVES_FANCY,
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LEAVES_SIMPLE,
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LEAVES_OPAQUE,
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};
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class TextureSettings {
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public:
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LeavesStyle leaves_style;
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bool opaque_water;
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bool connected_glass;
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bool use_normal_texture;
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bool enable_mesh_cache;
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bool enable_minimap;
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TextureSettings() {}
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void readSettings();
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};
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enum NodeDrawType
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{
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NDT_NORMAL, // A basic solid block
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@@ -304,6 +324,15 @@ struct ContentFeatures
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if(!isLiquid() || !f.isLiquid()) return false;
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return (liquid_alternative_flowing == f.liquid_alternative_flowing);
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}
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#ifndef SERVER
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void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
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u32 shader_id, bool use_normal_texture, bool backface_culling,
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u8 alpha, u8 material_type);
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void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
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scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip,
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IGameDef *gamedef, const TextureSettings &tsettings);
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#endif
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};
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class INodeDefManager {
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