Fix object interaction distance not being checked (#10547)

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rubenwardy 2020-11-09 10:55:15 +00:00 committed by GitHub
parent c940a57a38
commit 7589cbe086
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2 changed files with 9 additions and 8 deletions

@ -6189,9 +6189,9 @@ object you are working with still exists.
* `bone`: string * `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative) * `position`: `{x=num, y=num, z=num}` (relative)
* `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
* `forced_visible`: Boolean to control whether the attached entity * `forced_visible`: Boolean to control whether the attached entity
should appear in first person. should appear in first person.
* `get_attach()`: returns parent, bone, position, rotation, forced_visible, * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
or nil if it isn't attached. or nil if it isn't attached.
* `get_children()`: returns a list of ObjectRefs that are attached to the * `get_children()`: returns a list of ObjectRefs that are attached to the
object. object.

@ -1050,12 +1050,13 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
} }
float d = playersao->getEyePosition().getDistanceFrom(target_pos); float d = playersao->getEyePosition().getDistanceFrom(target_pos);
if (!checkInteractDistance(player, d, pointed.dump()) if (!checkInteractDistance(player, d, pointed.dump())) {
&& pointed.type == POINTEDTHING_NODE) { if (pointed.type == POINTEDTHING_NODE) {
// Re-send block to revert change on client-side // Re-send block to revert change on client-side
RemoteClient *client = getClient(peer_id); RemoteClient *client = getClient(peer_id);
v3s16 blockpos = getNodeBlockPos(pointed.node_undersurface); v3s16 blockpos = getNodeBlockPos(pointed.node_undersurface);
client->SetBlockNotSent(blockpos); client->SetBlockNotSent(blockpos);
}
return; return;
} }
} }