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Added CPT_FACEDIR_SIMPLE calculation, finally, as figured out by spongie
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@ -2734,9 +2734,31 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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MaterialItem *mitem = (MaterialItem*)item;
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MapNode n;
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n.d = mitem->getMaterial();
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// Calculate direction for wall mounted stuff
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if(content_features(n.d).wall_mounted)
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n.dir = packDir(p_under - p_over);
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// Calculate the direction for furnaces and chests and stuff
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if(content_features(n.d).param_type == CPT_FACEDIR_SIMPLE)
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{
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v3f playerpos = player->getPosition();
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v3f blockpos = intToFloat(p_over, BS) - playerpos;
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blockpos = blockpos.normalize();
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n.param1 = 0;
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if (fabs(blockpos.X) > fabs(blockpos.Z)) {
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if (blockpos.X < 0)
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n.param1 = 3;
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else
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n.param1 = 1;
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} else {
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if (blockpos.Z < 0)
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n.param1 = 2;
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else
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n.param1 = 0;
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}
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}
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/*
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Send to all close-by players
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*/
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