Implement some mossy blocks
This adds: - mossy stone brick stairs - mossy cobblestone stairs - mossy stone brick walls We also add another block class for walls, and while we're at it, clean up the stairs texture function to not have a huge sprawling elif mess for loading textures, but instead to a cheeky dictionary lookup. In case you're wondering, yes I am just as disgusted by this code as you are.
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@@ -390,7 +390,7 @@ generate_pseudo_data(RenderState* state, uint16_t ancilData) {
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}
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}
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return data;
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} else if (state->block == block_cobblestone_wall) {
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} else if (block_class_is_subset(state->block, block_class_wall, block_class_wall_len)) {
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/* check for walls and add one bit with the type of wall (mossy or cobblestone)*/
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if (ancilData == 0x1) {
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return check_adjacent_blocks(state, x, y, z, state->block) | 0x10;
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