#endif
// List of all block textures that have been used (value is dummy)
- // Exists on server too for cleaner code in content_mapnode.cpp
+ // Used for texture atlas making.
+ // Exists on server too for cleaner code in content_mapnode.cpp.
core::map<std::string, bool> used_texturenames;
// Type of MapNode::param1
bool climbable;
// Player can build on these
bool buildable_to;
- // Whether the node has no liquid, source liquid or flowing liquid
- enum LiquidType liquid_type;
// If true, param2 is set to direction when placed. Used for torches.
// NOTE: the direction format is quite inefficient and should be changed
bool wall_mounted;
// Initial metadata is cloned from this
NodeMetadata *initial_metadata;
+ // Whether the node is non-liquid, source liquid or flowing liquid
+ enum LiquidType liquid_type;
// If the content is liquid, this is the flowing version of the liquid.
- // If content is liquid, this is the same content.
content_t liquid_alternative_flowing;
// If the content is liquid, this is the source version of the liquid.
content_t liquid_alternative_source;
diggable = true;
climbable = false;
buildable_to = false;
- liquid_type = LIQUID_NONE;
wall_mounted = false;
air_equivalent = false;
often_contains_mineral = false;
dug_item = "";
initial_metadata = NULL;
+ liquid_type = LIQUID_NONE;
liquid_alternative_flowing = CONTENT_IGNORE;
liquid_alternative_source = CONTENT_IGNORE;
liquid_viscosity = 0;