#include "mapnode.h"
#include "content_nodemeta.h"
+#define WATER_ALPHA 160
+
// TODO: Get rid of these and set up some attributes like toughness,
// fluffyness, and a funciton to calculate time and durability loss
// (and sound? and whatever else) from them
f->liquid_type = LIQUID_FLOWING;
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
- f->vertex_alpha = 160;
+ f->vertex_alpha = WATER_ALPHA;
if(f->special_material == NULL && g_texturesource)
{
// Flowing water material
if(g_texturesource)
t.texture = g_texturesource->getTexture("water.png");
- t.alpha = 160;
+ t.alpha = WATER_ALPHA;
t.material_type = MATERIAL_ALPHA_VERTEX;
t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
f->setAllTiles(t);
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
- f->vertex_alpha = 160;
+ f->vertex_alpha = WATER_ALPHA;
if(f->special_material == NULL && g_texturesource)
{
// Flowing water material