Revert old 4BS/s walk speed for now
[oweals/minetest.git] / src / itemdef.cpp
index 98232c6d522368bd61d796d0997d9cd0beff054c..a646134af7aa41c8e95c1f5ed8b1968d49835f1f 100644 (file)
@@ -286,7 +286,7 @@ public:
        }
        virtual void registerItem(const ItemDefinition &def)
        {
-               infostream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
+               verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
                // Ensure that the "" item (the hand) always has ToolCapabilities
                if(def.name == "")
                        assert(def.tool_capabilities != NULL);
@@ -304,7 +304,7 @@ public:
        {
                if(m_item_definitions.find(name) == m_item_definitions.end())
                {
-                       infostream<<"ItemDefManager: setting alias "<<name
+                       verbosestream<<"ItemDefManager: setting alias "<<name
                                <<" -> "<<convert_to<<std::endl;
                        m_aliases[name] = convert_to;
                }
@@ -381,17 +381,20 @@ public:
                                content_t id = nodedef->getId(def->name);
                                const ContentFeatures &f = nodedef->get(id);
 
+                               u8 param1 = 0;
+                               if(f.param_type == CPT_LIGHT)
+                                       param1 = 0xee;
+
                                /*
                                        Make a mesh from the node
                                */
-                               MeshMakeData mesh_make_data;
-                               MapNode mesh_make_node(
-                                       id,
-                                       (f.param_type == CPT_LIGHT) ? 0xee : 0,
-                                       0);
-                               mesh_make_data.fillSingleNode(1000, &mesh_make_node);
-                               scene::IMesh *node_mesh =
-                                       makeMapBlockMesh(&mesh_make_data, gamedef);
+                               MeshMakeData mesh_make_data(gamedef);
+                               MapNode mesh_make_node(id, param1, 0);
+                               mesh_make_data.fillSingleNode(&mesh_make_node);
+                               MapBlockMesh mapblock_mesh(&mesh_make_data);
+
+                               scene::IMesh *node_mesh = mapblock_mesh.getMesh();
+                               assert(node_mesh);
                                setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
 
                                /*
@@ -404,7 +407,7 @@ public:
                                /*
                                        Draw node mesh into a render target texture
                                */
-                               if(def->inventory_texture == NULL && node_mesh != NULL)
+                               if(def->inventory_texture == NULL)
                                {
                                        core::dimension2d<u32> dim(64,64);
                                        std::string rtt_texture_name = "INVENTORY_"
@@ -443,7 +446,7 @@ public:
                                /*
                                        Use the node mesh as the wield mesh
                                */
-                               if(def->wield_mesh == NULL && node_mesh != NULL)
+                               if(def->wield_mesh == NULL)
                                {
                                        // Scale to proper wield mesh proportions
                                        scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
@@ -452,9 +455,7 @@ public:
                                        def->wield_mesh->grab();
                                }
 
-
-                               if(node_mesh != NULL)
-                                       node_mesh->drop();
+                               // falling outside of here deletes node_mesh
                        }
                }
 #endif