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Renaming the function wasn't enough
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@ -588,7 +588,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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};
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if (m_prop.visual == "sprite") {
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getMatrixNode();
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grabMatrixNode();
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m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
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m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
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m_spritenode->grab();
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@ -609,7 +609,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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txs, tys, 0, 0);
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}
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} else if (m_prop.visual == "upright_sprite") {
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getMatrixNode();
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grabMatrixNode();
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scene::SMesh *mesh = new scene::SMesh();
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double dx = BS * m_prop.visual_size.X / 2;
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double dy = BS * m_prop.visual_size.Y / 2;
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@ -672,7 +672,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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// This is needed for changing the texture in the future
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m_meshnode->setReadOnlyMaterials(true);
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} else if (m_prop.visual == "cube") {
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getMatrixNode();
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grabMatrixNode();
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scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
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m_meshnode = RenderingEngine::get_scene_manager()->
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addMeshSceneNode(mesh, m_matrixnode);
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@ -688,7 +688,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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m_meshnode->setMaterialType(material_type);
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m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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} else if (m_prop.visual == "mesh") {
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getMatrixNode();
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grabMatrixNode();
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scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
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if (mesh) {
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m_animated_meshnode = RenderingEngine::get_scene_manager()->
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@ -713,7 +713,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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} else
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errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
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} else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
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getMatrixNode();
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grabMatrixNode();
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ItemStack item;
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if (m_prop.wield_item.empty()) {
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// Old format, only textures are specified.
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