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Add support for attached facedir/4dir nodes (#11432)
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@ -466,15 +466,39 @@ local function drop_attached_node(p)
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end
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end
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function builtin_shared.check_attached_node(p, n)
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function builtin_shared.check_attached_node(p, n, group_rating)
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local def = core.registered_nodes[n.name]
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local d = vector.zero()
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if def.paramtype2 == "wallmounted" or
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def.paramtype2 == "colorwallmounted" then
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-- The fallback vector here is in case 'wallmounted to dir' is nil due
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if group_rating == 3 then
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-- always attach to floor
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d.y = -1
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elseif group_rating == 4 then
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-- always attach to ceiling
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d.y = 1
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elseif group_rating == 2 then
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-- attach to facedir or 4dir direction
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if (def.paramtype2 == "facedir" or
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def.paramtype2 == "colorfacedir") then
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-- Attach to whatever facedir is "mounted to".
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-- For facedir, this is where tile no. 5 point at.
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-- The fallback vector here is in case 'facedir to dir' is nil due
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-- to voxelmanip placing a wallmounted node without resetting a
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-- pre-existing param2 value that is out-of-range for wallmounted.
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-- pre-existing param2 value that is out-of-range for facedir.
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-- The fallback vector corresponds to param2 = 0.
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d = core.facedir_to_dir(n.param2) or vector.new(0, 0, 1)
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elseif (def.paramtype2 == "4dir" or
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def.paramtype2 == "color4dir") then
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-- Similar to facedir handling
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d = core.fourdir_to_dir(n.param2) or vector.new(0, 0, 1)
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end
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elseif def.paramtype2 == "wallmounted" or
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def.paramtype2 == "colorwallmounted" then
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-- Attach to whatever this node is "mounted to".
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-- This where tile no. 2 points at.
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-- The fallback vector here is used for the same reason as
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-- for facedir nodes.
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d = core.wallmounted_to_dir(n.param2) or vector.new(0, 1, 0)
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else
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d.y = -1
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@ -519,8 +543,9 @@ function core.check_single_for_falling(p)
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end
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end
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if core.get_item_group(n.name, "attached_node") ~= 0 then
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if not builtin_shared.check_attached_node(p, n) then
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local an = core.get_item_group(n.name, "attached_node")
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if an ~= 0 then
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if not builtin_shared.check_attached_node(p, n, an) then
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drop_attached_node(p)
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return true
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end
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@ -240,8 +240,9 @@ function core.item_place_node(itemstack, placer, pointed_thing, param2,
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end
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-- Check if the node is attached and if it can be placed there
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if core.get_item_group(def.name, "attached_node") ~= 0 and
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not builtin_shared.check_attached_node(place_to, newnode) then
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local an = core.get_item_group(def.name, "attached_node")
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if an ~= 0 and
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not builtin_shared.check_attached_node(place_to, newnode, an) then
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log("action", "attached node " .. def.name ..
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" cannot be placed at " .. core.pos_to_string(place_to))
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return itemstack, nil
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@ -1890,9 +1890,16 @@ to games.
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### Node-only groups
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* `attached_node`: if the node under it is not a walkable block the node will be
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dropped as an item. If the node is wallmounted the wallmounted direction is
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checked.
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* `attached_node`: the node is 'attached' to a neighboring node. It checks
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whether the node it is attached to is walkable. If it
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isn't, the node will drop as an item.
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* `1`: if the node is wallmounted, the node is attached in the wallmounted
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direction. Otherwise, the node is attached to the node below.
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* `2`: if the node is facedir or 4dir, the facedir or 4dir direction is checked.
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No effect for other nodes.
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Note: The "attaching face" of this node is tile no. 5 (back face).
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* `3`: the node is always attached to the node below.
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* `4`: the node is always attached to the node above.
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* `bouncy`: value is bounce speed in percent.
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If positive, jump/sneak on floor impact will increase/decrease bounce height.
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Negative value is the same bounciness, but non-controllable.
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@ -57,7 +57,6 @@ minetest.register_node("testnodes:attached", {
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},
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groups = { attached_node = 1, dig_immediate = 3 },
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})
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-- This node attaches to the side of a node and drops as item
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-- when the node it attaches to is gone.
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minetest.register_node("testnodes:attached_wallmounted", {
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@ -73,6 +72,61 @@ minetest.register_node("testnodes:attached_wallmounted", {
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groups = { attached_node = 1, dig_immediate = 3 },
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})
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-- Wallmounted node that always attaches to the floor
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minetest.register_node("testnodes:attached_wallmounted_floor", {
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description = S("Floor-Attached Wallmounted Node"),
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paramtype2 = "wallmounted",
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tiles = {
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"testnodes_attached_top.png",
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"testnodes_attached_bottom.png",
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"testnodes_attached_side.png",
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},
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groups = { attached_node = 3, dig_immediate = 3 },
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color = "#FF8080",
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})
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-- This node attaches to the ceiling and drops as item
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-- when the ceiling is gone.
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minetest.register_node("testnodes:attached_top", {
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description = S("Ceiling-Attached Node"),
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tiles = {
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"testnodes_attached_bottom.png",
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"testnodes_attached_top.png",
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"testnodes_attached_side.png^[transformR180",
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},
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groups = { attached_node = 4, dig_immediate = 3 },
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})
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-- Same as wallmounted attached, but for facedir
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minetest.register_node("testnodes:attached_facedir", {
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description = S("Facedir Attached Node"),
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paramtype2 = "facedir",
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tiles = {
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"testnodes_attachedf_side.png^[transformR180",
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"testnodes_attachedf_side.png",
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"testnodes_attachedf_side.png^[transformR90",
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"testnodes_attachedf_side.png^[transformR270",
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"testnodes_attachedf_bottom.png",
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"testnodes_attachedf_top.png",
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},
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groups = { attached_node = 2, dig_immediate = 3 },
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})
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-- Same as facedir attached, but for 4dir
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minetest.register_node("testnodes:attached_4dir", {
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description = S("4dir Attached Node"),
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paramtype2 = "4dir",
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tiles = {
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"testnodes_attached4_side.png^[transformR180",
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"testnodes_attached4_side.png",
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"testnodes_attached4_side.png^[transformR90",
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"testnodes_attached4_side.png^[transformR270",
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"testnodes_attached4_bottom.png",
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"testnodes_attached4_top.png",
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},
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groups = { attached_node = 2, dig_immediate = 3 },
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})
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-- Jump disabled
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minetest.register_node("testnodes:nojump", {
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description = S("Non-jumping Node").."\n"..
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@ -3585,22 +3585,30 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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}
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// Check attachment if node is in group attached_node
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if (itemgroup_get(predicted_f.groups, "attached_node") != 0) {
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const static v3s16 wallmounted_dirs[8] = {
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v3s16(0, 1, 0),
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v3s16(0, -1, 0),
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v3s16(1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16(0, 0, 1),
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v3s16(0, 0, -1),
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};
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int an = itemgroup_get(predicted_f.groups, "attached_node");
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if (an != 0) {
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v3s16 pp;
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if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
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predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
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pp = p + wallmounted_dirs[param2];
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else
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if (an == 3) {
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pp = p + v3s16(0, -1, 0);
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} else if (an == 4) {
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pp = p + v3s16(0, 1, 0);
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} else if (an == 2) {
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if (predicted_f.param_type_2 == CPT2_FACEDIR ||
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predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
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pp = p + facedir_dirs[param2];
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} else if (predicted_f.param_type_2 == CPT2_4DIR ||
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predicted_f.param_type_2 == CPT2_COLORED_4DIR ) {
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pp = p + fourdir_dirs[param2];
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} else {
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pp = p;
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}
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} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
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predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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pp = p + wallmounted_dirs[param2];
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} else {
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pp = p + v3s16(0, -1, 0);
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}
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if (!nodedef->get(map.getNode(pp)).walkable) {
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soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
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@ -118,3 +118,52 @@ const u8 wallmounted_to_facedir[6] = {
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8,
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4 + 2
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};
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const v3s16 wallmounted_dirs[8] = {
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v3s16(0, 1, 0),
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v3s16(0, -1, 0),
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v3s16(1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16(0, 0, 1),
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v3s16(0, 0, -1),
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};
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const v3s16 facedir_dirs[32] = {
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//0
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v3s16(0, 0, 1),
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v3s16(1, 0, 0),
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v3s16(0, 0, -1),
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v3s16(-1, 0, 0),
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//4
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v3s16(0, -1, 0),
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v3s16(1, 0, 0),
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v3s16(0, 1, 0),
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v3s16(-1, 0, 0),
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//8
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v3s16(0, 1, 0),
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v3s16(1, 0, 0),
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v3s16(0, -1, 0),
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v3s16(-1, 0, 0),
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//12
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v3s16(0, 0, 1),
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v3s16(0, -1, 0),
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v3s16(0, 0, -1),
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v3s16(0, 1, 0),
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//16
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v3s16(0, 0, 1),
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v3s16(0, 1, 0),
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v3s16(0, 0, -1),
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v3s16(0, -1, 0),
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//20
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v3s16(0, 0, 1),
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v3s16(-1, 0, 0),
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v3s16(0, 0, -1),
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v3s16(1, 0, 0),
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};
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const v3s16 fourdir_dirs[4] = {
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v3s16(0, 0, 1),
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v3s16(1, 0, 0),
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v3s16(0, 0, -1),
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v3s16(-1, 0, 0),
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};
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@ -33,6 +33,12 @@ extern const v3s16 g_27dirs[27];
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extern const u8 wallmounted_to_facedir[6];
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extern const v3s16 wallmounted_dirs[8];
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extern const v3s16 facedir_dirs[32];
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extern const v3s16 fourdir_dirs[4];
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/// Direction in the 6D format. g_27dirs contains corresponding vectors.
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/// Here P means Positive, N stands for Negative.
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enum Direction6D {
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