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Use inventory_image in the first place for inventory item mesh
author
RealBadAngel
<maciej.kasatkin@o2.pl>
Mon, 8 Feb 2016 00:40:05 +0000
(
01:40
+0100)
committer
est31
<MTest31@outlook.com>
Mon, 8 Feb 2016 22:13:19 +0000
(23:13 +0100)
src/wieldmesh.cpp
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diff --git
a/src/wieldmesh.cpp
b/src/wieldmesh.cpp
index 3e2483b5ee5c7b54b3a0075dfdf00dc7759f8170..9c4d5b6426e71318dbacd627e28865d5ec6f1503 100644
(file)
--- a/
src/wieldmesh.cpp
+++ b/
src/wieldmesh.cpp
@@
-452,11
+452,8
@@
scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item)
scene::IMesh *mesh;
- // If wield_image is defined, it overrides everything else
- if (def.wield_image != "") {
- mesh = getExtrudedMesh(tsrc, def.wield_image);
- return mesh;
- } else if (def.inventory_image != "") {
+ // If inventory_image is defined, it overrides everything else
+ if (def.inventory_image != "") {
mesh = getExtrudedMesh(tsrc, def.inventory_image);
return mesh;
} else if (def.type == ITEM_NODE) {