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Connected nodes: fix 2 minor bugs
1. Copy-paste error: properly test for back-connection. In the case of two different connected nodebox types, we want to assure that if A connects to B, that B also connects to A. This test was accidentally not implemented correctly. 2. Clear the connects_to_ids before deserializing. With each new connected node, the deserialization code added more and more targets to the map, since the map wasn't cleared in between deserialization steps. This caused e.g. wall blocks to connect to things in the fence connects_to map.
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@ -479,6 +479,7 @@ void ContentFeatures::deSerialize(std::istream &is)
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collision_box.deSerialize(is);
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floodable = readU8(is);
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u16 connects_to_size = readU16(is);
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connects_to_ids.clear();
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for (u16 i = 0; i < connects_to_size; i++)
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connects_to_ids.insert(readU16(is));
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connect_sides = readU8(is);
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@ -1546,7 +1547,7 @@ bool CNodeDefManager::nodeboxConnects(MapNode from, MapNode to, u8 connect_face)
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const ContentFeatures &f2 = get(to);
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if ((f2.drawtype == NDT_NODEBOX) && (f1.node_box.type == NODEBOX_CONNECTED))
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if ((f2.drawtype == NDT_NODEBOX) && (f2.node_box.type == NODEBOX_CONNECTED))
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// ignores actually looking if back connection exists
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return (f2.connects_to_ids.find(from.param0) != f2.connects_to_ids.end());
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