Prevent placing node when player would be inside new node

This commit is contained in:
BlockMen 2014-01-15 21:26:54 +01:00
parent 4896d4b829
commit 1b4908bf56

@ -905,9 +905,20 @@ bool nodePlacementPrediction(Client &client,
// Add node to client map
MapNode n(id, 0, param2);
try{
LocalPlayer* player = client.getEnv().getLocalPlayer();
// Dont place node when player would be inside new node
// NOTE: This is to be eventually implemented by a mod as client-side Lua
if (!nodedef->get(n).walkable ||
(client.checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
(nodedef->get(n).walkable &&
neighbourpos != player->getStandingNodePos() + v3s16(0,1,0) &&
neighbourpos != player->getStandingNodePos() + v3s16(0,2,0))) {
// This triggers the required mesh update too
client.addNode(p, n);
return true;
}
}catch(InvalidPositionException &e){
errorstream<<"Node placement prediction failed for "
<<playeritem_def.name<<" (places "
@ -2798,9 +2809,7 @@ void the_game(
// Otherwise report right click to server
else
{
// Report to server
client.interact(3, pointed);
camera.setDigging(1); // right click animation
camera.setDigging(1); // right click animation (always shown for feedback)
// If the wielded item has node placement prediction,
// make that happen
@ -2808,14 +2817,21 @@ void the_game(
playeritem_def,
nodepos, neighbourpos);
if(placed) {
// Report to server
client.interact(3, pointed);
// Read the sound
if(placed)
soundmaker.m_player_rightpunch_sound =
playeritem_def.sound_place;
else
} else {
soundmaker.m_player_rightpunch_sound =
SimpleSoundSpec();
}
if (playeritem_def.node_placement_prediction == "" ||
nodedef->get(map.getNode(nodepos)).rightclickable)
client.interact(3, pointed); // Report to server
}
}
}
else if(pointed.type == POINTEDTHING_OBJECT)