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authorDanila Shutov <dcbrwn2@gmail.com>2020-04-19 19:47:13 +0300
committerGitHub <noreply@github.com>2020-04-19 18:47:13 +0200
commitcdbe3c5e5784b34e548c58b08579ff55b3096fb9 (patch)
treeb751e0f348e1fd1461ac05f6ec1e04d0bed1033c /src/client/content_cao.cpp
parentc87d52a5fa21f31c2d68795822b48c8bf993ca6b (diff)
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Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)
Diffstat (limited to 'src/client/content_cao.cpp')
-rw-r--r--src/client/content_cao.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp
index 39ea4ab1e..e9e1cebd3 100644
--- a/src/client/content_cao.cpp
+++ b/src/client/content_cao.cpp
@@ -826,11 +826,12 @@ void GenericCAO::setNodeLight(u8 light)
video::SColor color(255, light, light, light);
if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
- // Since these types of visuals are using their own shader
- // they should be handled separately
if (m_wield_meshnode)
- m_wield_meshnode->setColor(color);
- } else if (m_enable_shaders) {
+ m_wield_meshnode->setNodeLightColor(color);
+ return;
+ }
+
+ if (m_enable_shaders) {
scene::ISceneNode *node = getSceneNode();
if (node == nullptr)