diff options
Diffstat (limited to 'src/client/clientmap.cpp')
-rw-r--r-- | src/client/clientmap.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp index 969c55539..70fb34767 100644 --- a/src/client/clientmap.cpp +++ b/src/client/clientmap.cpp @@ -160,7 +160,7 @@ void ClientMap::updateDrawList() // inside ground bool occlusion_culling_enabled = true; if (g_settings->getBool("free_move")) { - MapNode n = getNodeNoEx(cam_pos_nodes); + MapNode n = getNode(cam_pos_nodes); if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).solidness == 2) occlusion_culling_enabled = false; @@ -497,7 +497,7 @@ static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step, // Check content nearly at camera position { v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS); - MapNode n = map->getNodeNoEx(p); + MapNode n = map->getNode(p); if(ndef->get(n).param_type == CPT_LIGHT && !ndef->get(n).sunlight_propagates) allow_allowing_non_sunlight_propagates = true; @@ -505,7 +505,7 @@ static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step, // If would start at CONTENT_IGNORE, start closer { v3s16 p = floatToInt(pf, BS); - MapNode n = map->getNodeNoEx(p); + MapNode n = map->getNode(p); if(n.getContent() == CONTENT_IGNORE){ float newd = 2*BS; pf = p0 + dir * 2*newd; @@ -519,7 +519,7 @@ static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step, step *= step_multiplier; v3s16 p = floatToInt(pf, BS); - MapNode n = map->getNodeNoEx(p); + MapNode n = map->getNode(p); if (allow_allowing_non_sunlight_propagates && i == 0 && ndef->get(n).param_type == CPT_LIGHT && !ndef->get(n).sunlight_propagates) { @@ -621,7 +621,7 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor, int ret = 0; if(brightness_count == 0){ - MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS)); + MapNode n = getNode(floatToInt(m_camera_position, BS)); if(m_nodedef->get(n).param_type == CPT_LIGHT){ ret = decode_light(n.getLightBlend(daylight_factor, m_nodedef)); } else { @@ -640,7 +640,7 @@ void ClientMap::renderPostFx(CameraMode cam_mode) // Sadly ISceneManager has no "post effects" render pass, in that case we // could just register for that and handle it in renderMap(). - MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS)); + MapNode n = getNode(floatToInt(m_camera_position, BS)); // - If the player is in a solid node, make everything black. // - If the player is in liquid, draw a semi-transparent overlay. |