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Prevent placing node when player would be inside new node
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parent
4896d4b829
commit
1b4908bf56
46
src/game.cpp
46
src/game.cpp
@ -905,9 +905,20 @@ bool nodePlacementPrediction(Client &client,
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// Add node to client map
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MapNode n(id, 0, param2);
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try{
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// This triggers the required mesh update too
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client.addNode(p, n);
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return true;
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LocalPlayer* player = client.getEnv().getLocalPlayer();
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// Dont place node when player would be inside new node
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// NOTE: This is to be eventually implemented by a mod as client-side Lua
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if (!nodedef->get(n).walkable ||
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(client.checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
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(nodedef->get(n).walkable &&
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neighbourpos != player->getStandingNodePos() + v3s16(0,1,0) &&
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neighbourpos != player->getStandingNodePos() + v3s16(0,2,0))) {
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// This triggers the required mesh update too
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client.addNode(p, n);
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return true;
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}
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}catch(InvalidPositionException &e){
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errorstream<<"Node placement prediction failed for "
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<<playeritem_def.name<<" (places "
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@ -2798,23 +2809,28 @@ void the_game(
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// Otherwise report right click to server
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else
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{
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// Report to server
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client.interact(3, pointed);
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camera.setDigging(1); // right click animation
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camera.setDigging(1); // right click animation (always shown for feedback)
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// If the wielded item has node placement prediction,
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// make that happen
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bool placed = nodePlacementPrediction(client,
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playeritem_def,
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nodepos, neighbourpos);
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// Read the sound
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if(placed)
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playeritem_def,
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nodepos, neighbourpos);
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if(placed) {
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// Report to server
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client.interact(3, pointed);
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// Read the sound
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soundmaker.m_player_rightpunch_sound =
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playeritem_def.sound_place;
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else
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playeritem_def.sound_place;
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} else {
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soundmaker.m_player_rightpunch_sound =
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SimpleSoundSpec();
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SimpleSoundSpec();
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}
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if (playeritem_def.node_placement_prediction == "" ||
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nodedef->get(map.getNode(nodepos)).rightclickable)
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client.interact(3, pointed); // Report to server
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}
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}
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}
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