if (m_cache_enable_particles) {
const ContentFeatures &features = client->getNodeDefManager()->get(n);
- client->getParticleManager()->addPunchingParticles(client,
+ client->getParticleManager()->addNodeParticle(client,
player, nodepos, n, features);
}
}
void ParticleManager::addDiggingParticles(IGameDef* gamedef,
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
+ // No particles for "airlike" nodes
+ if (f.drawtype == NDT_AIRLIKE)
+ return;
+
// set the amount of particles here
for (u16 j = 0; j < 32; j++) {
addNodeParticle(gamedef, player, pos, n, f);
}
}
-void ParticleManager::addPunchingParticles(IGameDef* gamedef,
- LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
-{
- addNodeParticle(gamedef, player, pos, n, f);
-}
-
void ParticleManager::addNodeParticle(IGameDef* gamedef,
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
+ // No particles for "airlike" nodes
+ if (f.drawtype == NDT_AIRLIKE)
+ return;
+
// Texture
u8 texid = myrand_range(0, 5);
const TileLayer &tile = f.tiles[texid].layers[0];
void addDiggingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
- void addPunchingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
- const MapNode &n, const ContentFeatures &f);
-
void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);