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authorparamat <paramat@users.noreply.github.com>2018-02-24 15:57:34 +0000
committerSmallJoker <mk939@ymail.com>2018-06-03 17:32:00 +0200
commit79fde0dd52bbdeb705576a285c0da2519f948eb7 (patch)
treecc5a542b4cc59e4669436dd7feeb3c1d9454e638
parent8aaf526730a621ae6d8d2839730437b605d892e7 (diff)
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CollisionMoveSimple: Collide with 'ignore' nodes
-rw-r--r--src/collision.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index 4c3bd016d..8faf05f54 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -283,7 +283,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
bool is_position_valid;
MapNode n = map->getNodeNoEx(p, &is_position_valid);
- if (is_position_valid) {
+ if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
// Object collides into walkable nodes
any_position_valid = true;
@@ -333,7 +333,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
false, n_bouncy_value, p, box));
}
} else {
- // Collide with unloaded nodes
+ // Collide with unloaded nodes (position invalid) and loaded
+ // CONTENT_IGNORE nodes (position valid)
aabb3f box = getNodeBox(p, BS);
cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
}
@@ -341,6 +342,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Do not move if world has not loaded yet, since custom node boxes
// are not available for collision detection.
+ // This also intentionally occurs in the case of the object being positioned
+ // solely on loaded CONTENT_IGNORE nodes, no matter where they come from.
if (!any_position_valid) {
*speed_f = v3f(0, 0, 0);
return result;