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Fix plantlike_rooted
world-aligned node base textures (#12994)
Co-authored-by: Wuzzy <Wuzzy@disroot.org>
This commit is contained in:
parent
981d79157a
commit
1f3b5e553b
3 changed files with 24 additions and 6 deletions
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@ -462,7 +462,7 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
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}
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/******************************************************************************/
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TileDef read_tiledef(lua_State *L, int index, u8 drawtype)
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TileDef read_tiledef(lua_State *L, int index, u8 drawtype, bool special)
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{
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if(index < 0)
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index = lua_gettop(L) + 1 + index;
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@ -473,7 +473,6 @@ TileDef read_tiledef(lua_State *L, int index, u8 drawtype)
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bool default_culling = true;
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switch (drawtype) {
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case NDT_PLANTLIKE:
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case NDT_PLANTLIKE_ROOTED:
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case NDT_FIRELIKE:
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default_tiling = false;
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// "break" is omitted here intentionaly, as PLANTLIKE
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@ -483,6 +482,10 @@ TileDef read_tiledef(lua_State *L, int index, u8 drawtype)
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case NDT_LIQUID:
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default_culling = false;
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break;
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case NDT_PLANTLIKE_ROOTED:
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default_tiling = !special;
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default_culling = !special;
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break;
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default:
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break;
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}
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@ -576,7 +579,7 @@ void read_content_features(lua_State *L, ContentFeatures &f, int index)
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int i = 0;
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while(lua_next(L, table) != 0){
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// Read tiledef from value
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f.tiledef[i] = read_tiledef(L, -1, f.drawtype);
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f.tiledef[i] = read_tiledef(L, -1, f.drawtype, false);
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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i++;
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@ -604,7 +607,7 @@ void read_content_features(lua_State *L, ContentFeatures &f, int index)
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int i = 0;
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while (lua_next(L, table) != 0) {
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// Read tiledef from value
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f.tiledef_overlay[i] = read_tiledef(L, -1, f.drawtype);
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f.tiledef_overlay[i] = read_tiledef(L, -1, f.drawtype, false);
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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i++;
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@ -632,7 +635,7 @@ void read_content_features(lua_State *L, ContentFeatures &f, int index)
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int i = 0;
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while(lua_next(L, table) != 0){
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// Read tiledef from value
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f.tiledef_special[i] = read_tiledef(L, -1, f.drawtype);
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f.tiledef_special[i] = read_tiledef(L, -1, f.drawtype, true);
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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i++;
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