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Add 'plantlike_rooted' drawtype
Useful for underwater plants. Node consists of a base cube plus a plantlike extension that can pass through liquid nodes above without creating air bubbles or interfering with liquid flow. Uses paramtype2 'leveled', param2 defines height of plantlike extension.
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@@ -772,6 +772,9 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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case NDT_RAILLIKE:
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solidness = 0;
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break;
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case NDT_PLANTLIKE_ROOTED:
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solidness = 2;
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break;
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}
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if (is_liquid) {
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@@ -783,38 +786,41 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
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}
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u32 tile_shader[6];
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for (u16 j = 0; j < 6; j++) {
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tile_shader[j] = shdsrc->getShader("nodes_shader",
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material_type, drawtype);
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}
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u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);
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u8 overlay_material = material_type;
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if (overlay_material == TILE_MATERIAL_OPAQUE)
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overlay_material = TILE_MATERIAL_BASIC;
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else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
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overlay_material = TILE_MATERIAL_LIQUID_TRANSPARENT;
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u32 overlay_shader[6];
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for (u16 j = 0; j < 6; j++) {
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overlay_shader[j] = shdsrc->getShader("nodes_shader",
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overlay_material, drawtype);
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}
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u32 overlay_shader = shdsrc->getShader("nodes_shader", overlay_material, drawtype);
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// Tiles (fill in f->tiles[])
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for (u16 j = 0; j < 6; j++) {
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fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j],
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fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader,
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tsettings.use_normal_texture,
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tdef[j].backface_culling, material_type);
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if (tdef_overlay[j].name != "")
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fillTileAttribs(tsrc, &tiles[j].layers[1], &tdef_overlay[j],
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overlay_shader[j], tsettings.use_normal_texture,
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overlay_shader, tsettings.use_normal_texture,
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tdef[j].backface_culling, overlay_material);
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}
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u8 special_material = material_type;
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if (drawtype == NDT_PLANTLIKE_ROOTED) {
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if (waving == 1)
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special_material = TILE_MATERIAL_WAVING_PLANTS;
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else if (waving == 2)
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special_material = TILE_MATERIAL_WAVING_LEAVES;
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}
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u32 special_shader = shdsrc->getShader("nodes_shader", special_material, drawtype);
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// Special tiles (fill in f->special_tiles[])
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for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
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fillTileAttribs(tsrc, &special_tiles[j].layers[0], &tdef_spec[j],
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tile_shader[j], tsettings.use_normal_texture,
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tdef_spec[j].backface_culling, material_type);
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special_shader, tsettings.use_normal_texture,
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tdef_spec[j].backface_culling, special_material);
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}
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if (param_type_2 == CPT2_COLOR ||
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