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Use crack animation on all tile layers (#6104)
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@ -684,17 +684,16 @@ void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpe
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INodeDefManager *ndef = data->m_client->ndef();
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INodeDefManager *ndef = data->m_client->ndef();
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const ContentFeatures &f = ndef->get(mn);
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const ContentFeatures &f = ndef->get(mn);
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tile = f.tiles[tileindex];
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tile = f.tiles[tileindex];
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TileLayer *top_layer = NULL;
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bool has_crack = p == data->m_crack_pos_relative;
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for (TileLayer &layer : tile.layers) {
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for (TileLayer &layer : tile.layers) {
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if (layer.texture_id == 0)
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if (layer.texture_id == 0)
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continue;
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continue;
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top_layer = &layer;
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if (!layer.has_color)
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if (!layer.has_color)
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mn.getColor(f, &(layer.color));
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mn.getColor(f, &(layer.color));
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// Apply temporary crack
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if (has_crack)
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layer.material_flags |= MATERIAL_FLAG_CRACK;
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}
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}
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// Apply temporary crack
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if (p == data->m_crack_pos_relative)
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top_layer->material_flags |= MATERIAL_FLAG_CRACK;
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}
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}
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/*
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/*
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