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Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
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@@ -32,6 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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struct ClientEvent;
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class ParticleManager;
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class ClientEnvironment;
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class MapNode;
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class ContentFeatures;
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class Particle : public scene::ISceneNode
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{
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@@ -53,7 +55,8 @@ class Particle : public scene::ISceneNode
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v2f texpos,
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v2f texsize,
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const struct TileAnimationParams &anim,
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u8 glow
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u8 glow,
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video::SColor color = video::SColor(0xFFFFFFFF)
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);
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~Particle();
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@@ -100,7 +103,10 @@ private:
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v3f m_acceleration;
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LocalPlayer *m_player;
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float m_size;
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u8 m_light;
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//! Color without lighting
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video::SColor m_base_color;
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//! Final rendered color
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video::SColor m_color;
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bool m_collisiondetection;
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bool m_collision_removal;
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bool m_vertical;
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@@ -184,13 +190,16 @@ public:
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scene::ISceneManager* smgr, LocalPlayer *player);
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void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
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LocalPlayer *player, v3s16 pos, const MapNode &n,
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const ContentFeatures &f);
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void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
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LocalPlayer *player, v3s16 pos, const MapNode &n,
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const ContentFeatures &f);
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void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
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LocalPlayer *player, v3s16 pos, const MapNode &n,
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const ContentFeatures &f);
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protected:
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void addParticle(Particle* toadd);
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