@@ -219,7 +219,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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if (ntop.getContent () == c_flowing || ntop.getContent () == c_source)
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top_is_same_liquid = true ;
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- u16 l = getInteriorLight (n, 0 , data );
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+ u16 l = getInteriorLight (n, 0 , nodedef );
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video::SColor c = MapBlock_LightColor (f.alpha , l, decode_light (f.light_source ));
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/*
@@ -389,10 +389,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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}
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// Use the light of the node on top if possible
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else if (nodedef->get (ntop).param_type == CPT_LIGHT)
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- l = getInteriorLight (ntop, 0 , data );
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+ l = getInteriorLight (ntop, 0 , nodedef );
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// Otherwise use the light of this node (the liquid)
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else
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- l = getInteriorLight (n, 0 , data );
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+ l = getInteriorLight (n, 0 , nodedef );
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video::SColor c = MapBlock_LightColor (f.alpha , l, decode_light (f.light_source ));
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u8 range = rangelim (nodedef->get (c_flowing).liquid_range , 1 , 8 );
@@ -696,7 +696,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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TileSpec tile = getNodeTile (n, p, v3s16 (0 ,0 ,0 ), data);
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- u16 l = getInteriorLight (n, 1 , data );
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+ u16 l = getInteriorLight (n, 1 , nodedef );
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video::SColor c = MapBlock_LightColor (255 , l, decode_light (f.light_source ));
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for (u32 j=0 ; j<6 ; j++)
@@ -758,7 +758,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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TileSpec tiles[2 ];
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tiles[0 ] = getNodeTile (n, p, dirs[0 ], data);
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tiles[1 ] = getNodeTile (n, p, dirs[1 ], data);
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- u16 l = getInteriorLight (n, 1 , data );
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+ u16 l = getInteriorLight (n, 1 , nodedef );
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video::SColor c = MapBlock_LightColor (255 , l, decode_light (f.light_source ));
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v3f pos = intToFloat (p, BS);
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static const float a=BS/2 ;
@@ -876,7 +876,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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TileSpec tile_leaves = getNodeTile (n, p,
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v3s16 (0 ,0 ,0 ), data);
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- u16 l = getInteriorLight (n, 1 , data );
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+ u16 l = getInteriorLight (n, 1 , nodedef );
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video::SColor c = MapBlock_LightColor (255 , l, decode_light (f.light_source ));
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v3f pos = intToFloat (p, BS);
@@ -909,7 +909,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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- u16 l = getInteriorLight (n, 1 , data );
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+ u16 l = getInteriorLight (n, 1 , nodedef );
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video::SColor c = MapBlock_LightColor (255 , l, decode_light (f.light_source ));
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float s = BS/2 *f.visual_scale ;
@@ -950,7 +950,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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- u16 l = getInteriorLight (n, 0 , data );
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+ u16 l = getInteriorLight (n, 0 , nodedef );
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video::SColor c = MapBlock_LightColor (255 , l, decode_light (f.light_source ));
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float d = (float )BS/16 ;
@@ -993,7 +993,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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TileSpec tile = getNodeTileN (n, p, 0 , data);
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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- u16 l = getInteriorLight (n, 1 , data );
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+ u16 l = getInteriorLight (n, 1 , nodedef );
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video::SColor c = MapBlock_LightColor (255 , l, decode_light (f.light_source ));
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float s = BS/2 *f.visual_scale ;
@@ -1045,7 +1045,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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texturestring_rot,
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&tile_rot.texture_id );
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- u16 l = getInteriorLight (n, 1 , data );
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+ u16 l = getInteriorLight (n, 1 , nodedef );
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video::SColor c = MapBlock_LightColor (255 , l, decode_light (f.light_source ));
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const f32 post_rad=(f32)BS/8 ;
@@ -1294,7 +1294,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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- u16 l = getInteriorLight (n, 0 , data );
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+ u16 l = getInteriorLight (n, 0 , nodedef );
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video::SColor c = MapBlock_LightColor (255 , l, decode_light (f.light_source ));
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float d = (float )BS/64 ;
@@ -1333,7 +1333,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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};
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TileSpec tiles[6 ];
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- u16 l = getInteriorLight (n, 0 , data );
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+ u16 l = getInteriorLight (n, 0 , nodedef );
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video::SColor c = MapBlock_LightColor (255 , l, decode_light (f.light_source ));
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v3f pos = intToFloat (p, BS);
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