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Fix visual_scale for NDT_PLANTLIKE being set too small
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@ -1162,15 +1162,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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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;
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for(u32 j = 0; j < 2; j++)
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float s = BS / 2 * f.visual_scale;
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for (int 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,-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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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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};
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if(j == 0)
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@ -1184,10 +1185,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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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 (int 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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if (f.visual_scale < 1)
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vertices[i].Pos.Y -= BS/2 * (1 - f.visual_scale);
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vertices[i].Pos += intToFloat(p, BS);
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}
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