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Fix broken plantlike drawtype.
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171bbd7959
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@ -1153,40 +1153,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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TileSpec tile = getNodeTileN(n, p, 0, data);
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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float s = BS/2*f.visual_scale;
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for(u32 j=0; j<2; j++)
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float s = BS / 2;
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for(u32 j = 0; j < 2; j++)
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{
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
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video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
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video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
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video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
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video::S3DVertex(-s,-s, 0, 0,0,0, c, 0,1),
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video::S3DVertex( s,-s, 0, 0,0,0, c, 1,1),
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video::S3DVertex( s, s, 0, 0,0,0, c, 1,0),
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video::S3DVertex(-s, s, 0, 0,0,0, c, 0,0),
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};
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if(j == 0)
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{
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for(u16 i=0; i<4; i++)
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for(u16 i = 0; i < 4; i++)
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vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
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}
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else if(j == 1)
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{
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for(u16 i=0; i<4; i++)
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for(u16 i = 0; i < 4; i++)
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vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
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}
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for(u16 i=0; i<4; i++)
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for(u16 i = 0; i < 4; i++)
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{
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vertices[i].Pos *= f.visual_scale;
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vertices[i].Pos.Y -= s * (1 - f.visual_scale);
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vertices[i].Pos += intToFloat(p, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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u16 indices[] = {0, 1, 2, 2, 3, 0};
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// Add to mesh collector
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collector.append(tile, vertices, 4, indices, 6);
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}
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