Remove redundant code in player interact handler

This commit is contained in:
kwolekr 2015-10-04 02:53:52 -04:00
parent f0cd5da687
commit 7b01b94c6b

@ -1467,21 +1467,22 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
NOTE: This can be used in the future to check if
somebody is cheating, by checking the timing.
*/
MapNode n(CONTENT_IGNORE);
bool pos_ok;
n = m_env->getMap().getNodeNoEx(p_under, &pos_ok);
if (pos_ok)
n = m_env->getMap().getNodeNoEx(p_under, &pos_ok);
n = m_env->getMap().getNodeNoEx(p_under, &pos_ok);
if (!pos_ok) {
infostream << "Server: Not punching: Node not found."
<< " Adding block to emerge queue."
<< std::endl;
m_emerge->enqueueBlockEmerge(pkt->getPeerId(), getNodeBlockPos(p_above), false);
m_emerge->enqueueBlockEmerge(pkt->getPeerId(),
getNodeBlockPos(p_above), false);
}
if (n.getContent() != CONTENT_IGNORE)
m_script->node_on_punch(p_under, n, playersao, pointed);
// Cheat prevention
playersao->noCheatDigStart(p_under);
}
@ -1540,7 +1541,8 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
infostream << "Server: Not finishing digging: Node not found."
<< " Adding block to emerge queue."
<< std::endl;
m_emerge->enqueueBlockEmerge(pkt->getPeerId(), getNodeBlockPos(p_above), false);
m_emerge->enqueueBlockEmerge(pkt->getPeerId(),
getNodeBlockPos(p_above), false);
}
/* Cheat prevention */