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authorsfan5 <sfan5@live.de>2020-05-22 14:17:03 +0200
committersfan5 <sfan5@live.de>2020-05-23 22:52:21 +0200
commit9d6e7e48d6fb1daff8fedcb2f111164bef61f1e7 (patch)
treeb4526e1feb6a2423b967ba120afd5da37d813d41 /src/particles.h
parent15ba75e4cf1d1b8ceaa9d8ce33dcfdd7dbe80741 (diff)
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Implement spawning particles with node texture appearance
Diffstat (limited to 'src/particles.h')
-rw-r--r--src/particles.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/particles.h b/src/particles.h
index 659c1249f..6f518b771 100644
--- a/src/particles.h
+++ b/src/particles.h
@@ -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;
}
};