imgname += "^[forcesingle";
+ inventory_texture_name = imgname;
inventory_texture = tsrc->getTextureRaw(imgname);
}
imgname_full += left;
imgname_full += "{";
imgname_full += right;
+ inventory_texture_name = imgname_full;
inventory_texture = tsrc->getTextureRaw(imgname_full);
}
#endif
if(f->special_material2)
f->special_material2->setTexture(0, f->special_atlas->atlas);
}
+ if(f->inventory_texture_name != ""){
+ f->inventory_texture =
+ tsrc->getTextureRaw(f->inventory_texture_name);
+ }
}
#endif
}
*/
TileSpec tiles[6];
+ std::string inventory_texture_name;
video::ITexture *inventory_texture;
// Used currently for flowing liquids