It seems each Tile Part for O_FLOOR, O_WESTWALL, O_NORTHWALL, O_OBJECT has 8 animation frames available and possibly associated sprites.
There seems to be only one loft array in MapData and one voxel data array in Tile.
So am I correct in assuming that all 8 animation frames/sprites share the same voxel data ? Or is it possible for each animation from to have it's own voxel data/lofts somehow
I saw that an apple tree can be shot and I believe the voxel data/loft changed for the apple tree. So I assume that somehow the apple tree is replaced by a different MapData which contains different voxel data is this correct ?
Could you also point me towards the code which is responsible for this switcheroo ? I would like to see it.
I am a bit curious to spots in code which somehow changes the voxel/collision logic/data so if you know any other interesting points in code I am all ears.
So far a promising unit to study maybe be TileEngine... it seems to be a utility class and might it changes voxel data/logic here and there... but I suspect there are probably other files/classes that might do much more...