CollisionMoveSimple: Collide with 'ignore' nodes

This commit is contained in:
paramat 2018-02-24 15:57:34 +00:00 committed by SmallJoker
parent 8aaf526730
commit 79fde0dd52

@ -283,7 +283,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
bool is_position_valid;
MapNode n = map->getNodeNoEx(p, &is_position_valid);
if (is_position_valid) {
if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
// Object collides into walkable nodes
any_position_valid = true;
@ -333,7 +333,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
false, n_bouncy_value, p, box));
}
} else {
// Collide with unloaded nodes
// Collide with unloaded nodes (position invalid) and loaded
// CONTENT_IGNORE nodes (position valid)
aabb3f box = getNodeBox(p, BS);
cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
}
@ -341,6 +342,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Do not move if world has not loaded yet, since custom node boxes
// are not available for collision detection.
// This also intentionally occurs in the case of the object being positioned
// solely on loaded CONTENT_IGNORE nodes, no matter where they come from.
if (!any_position_valid) {
*speed_f = v3f(0, 0, 0);
return result;