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Added ladders--they don't have any use yet, though
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7 changed files with 127 additions and 0 deletions
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@ -1134,6 +1134,53 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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u16 indices[] = {0,1,2,2,3,0};
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collector.append(material_rail, vertices, 4, indices, 6);
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}
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else if (n.d == CONTENT_LADDER) {
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(255,l,l,l);
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float d = (float)BS/16;
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// Assume wall is at X+
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
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};
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v3s16 dir = unpackDir(n.dir);
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for(s32 i=0; i<4; i++)
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{
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if(dir == v3s16(1,0,0))
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vertices[i].Pos.rotateXZBy(0);
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if(dir == v3s16(-1,0,0))
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vertices[i].Pos.rotateXZBy(180);
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if(dir == v3s16(0,0,1))
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vertices[i].Pos.rotateXZBy(90);
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if(dir == v3s16(0,0,-1))
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vertices[i].Pos.rotateXZBy(-90);
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if(dir == v3s16(0,-1,0))
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vertices[i].Pos.rotateXYBy(-90);
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXYBy(90);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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video::SMaterial material_ladder;
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material_ladder.setFlag(video::EMF_LIGHTING, false);
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material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
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material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material_ladder.setTexture(0, g_texturesource->getTextureRaw("ladder.png"));
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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(material_ladder, vertices, 4, indices, 6);
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}
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}
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}
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#endif
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