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Implement spawning particles with node texture appearance

This commit is contained in:
sfan5 2020-05-22 14:17:03 +02:00
parent 15ba75e4cf
commit 9d6e7e48d6
10 changed files with 145 additions and 20 deletions

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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <string>
#include "irrlichttypes_bloated.h"
#include "tileanimation.h"
#include "mapnode.h"
// This file defines the particle-related structures that both the server and
// client need. The ParticleManager and rendering is in client/particles.h
@ -34,9 +35,12 @@ struct CommonParticleParams {
std::string texture;
struct TileAnimationParams animation;
u8 glow = 0;
MapNode node;
u8 node_tile = 0;
CommonParticleParams() {
animation.type = TAT_NONE;
node.setContent(CONTENT_IGNORE);
}
/* This helper is useful for copying params from
@ -49,6 +53,8 @@ struct CommonParticleParams {
to.texture = texture;
to.animation = animation;
to.glow = glow;
to.node = node;
to.node_tile = node_tile;
}
};