diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index c4d09e18c3a311fea912439db8b4057d5dc57727..cd6d126de2a6332ffb548f5022a6dbee16957910 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -1157,7 +1157,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			u16 l = getInteriorLight(n, 1, nodedef);
 			video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
-			float s = BS/2*f.visual_scale;
+			float s = BS / 2 * f.visual_scale;
 
 			content_t current = n.getContent();
 			content_t n2c;
@@ -1165,148 +1165,116 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			v3s16 n2p;
 
 			static const v3s16 dirs[6] = {
-				v3s16( 0, 1, 0),
-				v3s16( 0,-1, 0),
-				v3s16( 1, 0, 0),
-				v3s16(-1, 0, 0),
-				v3s16( 0, 0, 1),
-				v3s16( 0, 0,-1)
+				v3s16( 0,  1,  0),
+				v3s16( 0, -1,  0),
+				v3s16( 1,  0,  0),
+				v3s16(-1,  0,  0),
+				v3s16( 0,  0,  1),
+				v3s16( 0,  0, -1)
 			};
 
-			int doDraw[6] = {0,0,0,0,0,0};
+			int doDraw[6] = {0, 0, 0, 0, 0, 0};
 
 			bool drawAllFaces = true;
 
-			bool drawBottomFacesOnly = false; // Currently unused
-
 			// Check for adjacent nodes
-			for(int i = 0; i < 6; i++)
-			{
+			for (int i = 0; i < 6; i++) {
 				n2p = blockpos_nodes + p + dirs[i];
 				n2 = data->m_vmanip.getNodeNoEx(n2p);
 				n2c = n2.getContent();
 				if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
 					doDraw[i] = 1;
-					if(drawAllFaces)
+					if (drawAllFaces)
 						drawAllFaces = false;
 
 				}
 			}
 
-			for(int j = 0; j < 6; j++)
-			{
-				int vOffset = 0; // Vertical offset of faces after rotation
-				int hOffset = 4; // Horizontal offset of faces to reach the edge
+			for (int j = 0; j < 6; j++) {
 
-				video::S3DVertex vertices[4] =
-				{
-					video::S3DVertex(-s,-BS/2,      0, 0,0,0, c, 0,1),
-					video::S3DVertex( s,-BS/2,      0, 0,0,0, c, 1,1),
-					video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
-					video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
+				video::S3DVertex vertices[4] = {
+					video::S3DVertex(-s, -BS / 2,         0, 0, 0, 0, c, 0, 1),
+					video::S3DVertex( s, -BS / 2,         0, 0, 0, 0, c, 1, 1),
+					video::S3DVertex( s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 1, 0),
+					video::S3DVertex(-s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 0, 0),
 				};
 
 				// Calculate which faces should be drawn, (top or sides)
-				if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
-				{
-					for(int i = 0; i < 4; i++) {
-						vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+				if (j == 0 && (drawAllFaces ||
+						(doDraw[3] == 1 || doDraw[1] == 1))) {
+					for (int i = 0; i < 4; i++) {
+						vertices[i].Pos.rotateXZBy(90);
 						vertices[i].Pos.rotateXYBy(-10);
-						vertices[i].Pos.Y -= vOffset;
-						vertices[i].Pos.X -= hOffset;
+						vertices[i].Pos.X -= 4.0;
 					}
-				}
-				else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
-				{
-					for(int i = 0; i < 4; i++) {
-						vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+				} else if (j == 1 && (drawAllFaces ||
+						(doDraw[5] == 1 || doDraw[1] == 1))) {
+					for (int i = 0; i < 4; i++) {
+						vertices[i].Pos.rotateXZBy(180);
 						vertices[i].Pos.rotateYZBy(10);
-						vertices[i].Pos.Y -= vOffset;
-						vertices[i].Pos.Z -= hOffset;
+						vertices[i].Pos.Z -= 4.0;
 					}
-				}
-				else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1)))
-				{
-					for(int i = 0; i < 4; i++) {
-						vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+				} else if (j == 2 && (drawAllFaces ||
+						(doDraw[2] == 1 || doDraw[1] == 1))) {
+					for (int i = 0; i < 4; i++) {
+						vertices[i].Pos.rotateXZBy(270);
 						vertices[i].Pos.rotateXYBy(10);
-						vertices[i].Pos.Y -= vOffset;
-						vertices[i].Pos.X += hOffset;
+						vertices[i].Pos.X += 4.0;
 					}
-				}
-				else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
-				{
-					for(int i = 0; i < 4; i++) {
+				} else if (j == 3 && (drawAllFaces ||
+						(doDraw[4] == 1 || doDraw[1] == 1))) {
+					for (int i = 0; i < 4; i++) {
 						vertices[i].Pos.rotateYZBy(-10);
-						vertices[i].Pos.Y -= vOffset;
-						vertices[i].Pos.Z += hOffset;
+						vertices[i].Pos.Z += 4.0;
 					}
-				}
-
 				// Center cross-flames
-				else if(j == 4 && (drawAllFaces || doDraw[1] == 1))
-				{
-					for(int i=0; i<4; i++) {
-						vertices[i].Pos.rotateXZBy(45 + n.param2 * 2);
-						vertices[i].Pos.Y -= vOffset;
+				} else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) {
+					for (int i = 0; i < 4; i++) {
+						vertices[i].Pos.rotateXZBy(45);
 					}
-				}
-				else if(j == 5 && (drawAllFaces || doDraw[1] == 1))
-				{
-					for(int i=0; i<4; i++) {
-						vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
-						vertices[i].Pos.Y -= vOffset;
+				} else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
+					for (int i = 0; i < 4; i++) {
+						vertices[i].Pos.rotateXZBy(-45);
 					}
-				}
-
-				// Render flames on bottom
-				else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-				{
-					for(int i = 0; i < 4; i++) {
+				// Render flames on bottom of node above
+				} else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) {
+					for (int i = 0; i < 4; i++) {
 						vertices[i].Pos.rotateYZBy(70);
-						vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+						vertices[i].Pos.rotateXZBy(90);
 						vertices[i].Pos.Y += 4.84;
-						vertices[i].Pos.X -= hOffset+0.7;
+						vertices[i].Pos.X -= 4.7;
 					}
-				}
-				else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-				{
-					for(int i = 0; i < 4; i++) {
+				} else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) {
+					for (int i = 0; i < 4; i++) {
 						vertices[i].Pos.rotateYZBy(70);
-						vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+						vertices[i].Pos.rotateXZBy(180);
 						vertices[i].Pos.Y += 4.84;
-						vertices[i].Pos.Z -= hOffset+0.7;
+						vertices[i].Pos.Z -= 4.7;
 					}
-				}
-				else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-				{
-					for(int i = 0; i < 4; i++) {
+				} else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) {
+					for (int i = 0; i < 4; i++) {
 						vertices[i].Pos.rotateYZBy(70);
-						vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+						vertices[i].Pos.rotateXZBy(270);
 						vertices[i].Pos.Y += 4.84;
-						vertices[i].Pos.X += hOffset+0.7;
+						vertices[i].Pos.X += 4.7;
 					}
-				}
-				else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-				{
-					for(int i = 0; i < 4; i++) {
+				} else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) {
+					for (int i = 0; i < 4; i++) {
 						vertices[i].Pos.rotateYZBy(70);
 						vertices[i].Pos.Y += 4.84;
-						vertices[i].Pos.Z += hOffset+0.7;
+						vertices[i].Pos.Z += 4.7;
 					}
-				}
-				else {
+				} else {
 					// Skip faces that aren't adjacent to a node
 					continue;
 				}
 
-				for(int i=0; i<4; i++)
-				{
+				for (int i = 0; i < 4; i++) {
 					vertices[i].Pos *= f.visual_scale;
 					vertices[i].Pos += intToFloat(p, BS);
 				}
 
-				u16 indices[] = {0,1,2,2,3,0};
+				u16 indices[] = {0, 1, 2, 2, 3, 0};
 				// Add to mesh collector
 				collector.append(tile, vertices, 4, indices, 6);
 			}