New block properties and lua functions
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@@ -245,12 +245,15 @@ void HudRenderer::drawContentAccess(const GfxContext& ctx, Player* player) {
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GfxContext subctx = ctx.sub();
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subctx.depthTest(true);
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subctx.cullFace(true);
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uint index = 0;
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for (uint i = 0; i < count-1; i++) {
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Block* cblock = contentIds->getBlockDef(i+1);
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if (cblock == nullptr)
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break;
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int x = xs + (icon_size+interval) * (i % inv_cols);
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int y = ys + (icon_size+interval) * (i / inv_cols);
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if (cblock->hidden)
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continue;
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int x = xs + (icon_size+interval) * (index % inv_cols);
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int y = ys + (icon_size+interval) * (index / inv_cols);
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if (mx > x && mx < x + (int)icon_size && my > y && my < y + (int)icon_size) {
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tint.r *= 1.2f;
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tint.g *= 1.2f;
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@@ -262,6 +265,7 @@ void HudRenderer::drawContentAccess(const GfxContext& ctx, Player* player) {
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tint = vec4(1.0f);
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}
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blocksPreview->draw(cblock, x, y, icon_size, tint);
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index++;
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}
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}
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uiShader->use();
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@@ -338,7 +342,6 @@ void HudRenderer::draw(const GfxContext& ctx){
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Block* cblock = contentIds->getBlockDef(player->chosenBlock);
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assert(cblock != nullptr);
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blocksPreview->draw(cblock, width - 56, uicamera->getFov() - 56, 48, vec4(1.0f));
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//drawBlockPreview(cblock, width - 56, uicamera->fov - 56, 48, 48, vec4(1.0f));
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}
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uishader->use();
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batch->begin();
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