Simplify m_icon_node handling in item class
Item::handleNewMesh already creates new m_icon_node everytime
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9a7e2f6c39
@ -280,17 +280,6 @@ Item::Item(ItemType type, const Vec3& xyz, const Vec3& normal,
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m_spark_nodes.push_back(billboard);
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}
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if (!icon.empty())
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{
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m_icon_node = irr_driver->addBillboard(core::dimension2df(1.0f, 1.0f),
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icon, m_node);
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m_icon_node->setPosition(core::vector3df(0.0f, 0.5f, 0.0f));
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m_icon_node->setVisible(false);
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((scene::IBillboardSceneNode*)m_icon_node)
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->setColor(ItemManager::getGlowColor(type).toSColor());
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}
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} // Item(type, xyz, normal, mesh, lowres_mesh)
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//-----------------------------------------------------------------------------
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@ -420,8 +409,9 @@ void Item::handleNewMesh(ItemType type)
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if (m_icon_node)
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m_node->removeChild(m_icon_node);
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m_icon_node = NULL;
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auto icon = ItemManager::getIcon(type);
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if (!icon.empty())
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{
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m_icon_node = irr_driver->addBillboard(core::dimension2df(1.0f, 1.0f),
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