Fix camera MaterialItem draw logic

This commit is contained in:
Perttu Ahola 2011-11-16 14:48:05 +02:00
parent f68fa667c8
commit a5545593ba

@ -464,11 +464,19 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
// A block-type material // A block-type material
MaterialItem* mat_item = (MaterialItem*) item; MaterialItem* mat_item = (MaterialItem*) item;
content_t content = mat_item->getMaterial(); content_t content = mat_item->getMaterial();
if (ndef->get(content).solidness || ndef->get(content).visual_solidness) switch(ndef->get(content).drawtype){
{ case NDT_NORMAL:
case NDT_LIQUID:
case NDT_FLOWINGLIQUID:
case NDT_GLASSLIKE:
case NDT_ALLFACES:
case NDT_ALLFACES_OPTIONAL:
m_wieldnode->setCube(ndef->get(content).tiles); m_wieldnode->setCube(ndef->get(content).tiles);
m_wieldnode->setScale(v3f(30)); m_wieldnode->setScale(v3f(30));
isCube = true; isCube = true;
break;
default:
break;
} }
} }