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Now pumpkin and melon stems are tinted brown in textures.py if they are fully grown.

Also delete a save statement. Use state->block_data in rendernormal.
This commit is contained in:
Alejandro Aguilera
2011-09-16 12:52:32 +02:00
parent ad15fc2a34
commit c4883541b3
2 changed files with 9 additions and 4 deletions

View File

@@ -158,9 +158,10 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
/* leaves */
state->block == 18 ||
/* tallgrass, but not dead shrubs */
(state->block == 31 && getArrayByte3D(state->blockdata_expanded, state->x, state->y, state->z) != 0) ||
/* pumpkin/melon stem */
((state->block == 104) || (state->block == 105)) ||
(state->block == 31 && state->block_data != 0) ||
/* pumpkin/melon stem, not fully grown. Fully grown stems
* get constant brown color (see textures.py) */
(((state->block == 104) || (state->block == 105)) && (state->block_data != 7)) ||
/* vines */
state->block == 106)
{

View File

@@ -1794,7 +1794,11 @@ def generate_special_texture(blockID, data):
img = Image.new("RGBA", (16,16), bgcolor)
composite.alpha_over(img, t, (0, int(16 - 16*((data + 1)/8.))), t)
img = _build_block(img, img, blockID)
img.save("stem-" + str(data) + ".png")
if data & 7 == 7:
# fully grown stem gets brown color!
# there is a conditional in rendermode-normal to not
# tint the data value 7
img = tintTexture(img, (211,169,116))
return generate_texture_tuple(img, blockID)
else: # fully grown, and a pumpking/melon touching it,