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Fix object interaction distance not being checked (#10547)
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@ -6189,9 +6189,9 @@ object you are working with still exists.
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* `bone`: string
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* `position`: `{x=num, y=num, z=num}` (relative)
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* `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
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* `forced_visible`: Boolean to control whether the attached entity
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* `forced_visible`: Boolean to control whether the attached entity
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should appear in first person.
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* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
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* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
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or nil if it isn't attached.
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* `get_children()`: returns a list of ObjectRefs that are attached to the
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object.
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@ -1050,12 +1050,13 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
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}
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float d = playersao->getEyePosition().getDistanceFrom(target_pos);
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if (!checkInteractDistance(player, d, pointed.dump())
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&& pointed.type == POINTEDTHING_NODE) {
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// Re-send block to revert change on client-side
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RemoteClient *client = getClient(peer_id);
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v3s16 blockpos = getNodeBlockPos(pointed.node_undersurface);
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client->SetBlockNotSent(blockpos);
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if (!checkInteractDistance(player, d, pointed.dump())) {
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if (pointed.type == POINTEDTHING_NODE) {
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// Re-send block to revert change on client-side
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RemoteClient *client = getClient(peer_id);
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v3s16 blockpos = getNodeBlockPos(pointed.node_undersurface);
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client->SetBlockNotSent(blockpos);
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}
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return;
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}
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}
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