diff options
Diffstat (limited to 'src/client')
-rw-r--r-- | src/client/camera.cpp | 2 | ||||
-rw-r--r-- | src/client/client.cpp | 2 | ||||
-rw-r--r-- | src/client/clientenvironment.cpp | 8 | ||||
-rw-r--r-- | src/client/clientmap.cpp | 12 | ||||
-rw-r--r-- | src/client/content_cao.cpp | 2 | ||||
-rw-r--r-- | src/client/content_cso.cpp | 2 | ||||
-rw-r--r-- | src/client/game.cpp | 26 | ||||
-rw-r--r-- | src/client/gameui.cpp | 2 | ||||
-rw-r--r-- | src/client/localplayer.cpp | 60 | ||||
-rw-r--r-- | src/client/particles.cpp | 2 |
10 files changed, 59 insertions, 59 deletions
diff --git a/src/client/camera.cpp b/src/client/camera.cpp index 1bbdb56ea..7e953d4c7 100644 --- a/src/client/camera.cpp +++ b/src/client/camera.cpp @@ -412,7 +412,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r // Prevent camera positioned inside nodes const NodeDefManager *nodemgr = m_client->ndef(); MapNode n = m_client->getEnv().getClientMap() - .getNodeNoEx(floatToInt(my_cp, BS)); + .getNode(floatToInt(my_cp, BS)); const ContentFeatures& features = nodemgr->get(n); if (features.walkable) { diff --git a/src/client/client.cpp b/src/client/client.cpp index cb6b68278..aeae0eaa0 100644 --- a/src/client/client.cpp +++ b/src/client/client.cpp @@ -1301,7 +1301,7 @@ MapNode Client::getNode(v3s16 p, bool *is_valid_position) return {}; } } - return m_env.getMap().getNodeNoEx(p, is_valid_position); + return m_env.getMap().getNode(p, is_valid_position); } void Client::addNode(v3s16 p, MapNode n, bool remove_metadata) diff --git a/src/client/clientenvironment.cpp b/src/client/clientenvironment.cpp index 11dbcc35b..9d92e51a6 100644 --- a/src/client/clientenvironment.cpp +++ b/src/client/clientenvironment.cpp @@ -218,7 +218,7 @@ void ClientEnvironment::step(float dtime) f32 post_factor = 1; // 1 hp per node/s if (info.type == COLLISION_NODE) { const ContentFeatures &f = m_client->ndef()-> - get(m_map->getNodeNoEx(info.node_p)); + get(m_map->getNode(info.node_p)); // Determine fall damage multiplier int addp = itemgroup_get(f.groups, "fall_damage_add_percent"); pre_factor = 1.0f + (float)addp / 100.0f; @@ -248,7 +248,7 @@ void ClientEnvironment::step(float dtime) MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0); v3s16 p = lplayer->getLightPosition(); - node_at_lplayer = m_map->getNodeNoEx(p); + node_at_lplayer = m_map->getNode(p); u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef()); final_color_blend(&lplayer->light_color, light, day_night_ratio); @@ -270,7 +270,7 @@ void ClientEnvironment::step(float dtime) // Get node at head v3s16 p = cao->getLightPosition(); - MapNode n = this->m_map->getNodeNoEx(p, &pos_ok); + MapNode n = this->m_map->getNode(p, &pos_ok); if (pos_ok) light = n.getLightBlend(day_night_ratio, m_client->ndef()); else @@ -351,7 +351,7 @@ u16 ClientEnvironment::addActiveObject(ClientActiveObject *object) // Get node at head v3s16 p = object->getLightPosition(); - MapNode n = m_map->getNodeNoEx(p, &pos_ok); + MapNode n = m_map->getNode(p, &pos_ok); if (pos_ok) light = n.getLightBlend(getDayNightRatio(), m_client->ndef()); else 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. diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp index d2ab0631a..ce0e31839 100644 --- a/src/client/content_cao.cpp +++ b/src/client/content_cao.cpp @@ -991,7 +991,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) const NodeDefManager *ndef = m_client->ndef(); v3s16 p = floatToInt(getPosition() + v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS); - MapNode n = m_env->getMap().getNodeNoEx(p); + MapNode n = m_env->getMap().getNode(p); SimpleSoundSpec spec = ndef->get(n).sound_footstep; // Reduce footstep gain, as non-local-player footsteps are // somehow louder. diff --git a/src/client/content_cso.cpp b/src/client/content_cso.cpp index 04c503f44..f9641afbe 100644 --- a/src/client/content_cso.cpp +++ b/src/client/content_cso.cpp @@ -48,7 +48,7 @@ public: /* Update brightness */ u8 light; bool pos_ok; - MapNode n = env->getMap().getNodeNoEx(floatToInt(pos, BS), &pos_ok); + MapNode n = env->getMap().getNode(floatToInt(pos, BS), &pos_ok); light = pos_ok ? decode_light(n.getLightBlend(env->getDayNightRatio(), env->getGameDef()->ndef())) : 64; diff --git a/src/client/game.cpp b/src/client/game.cpp index ddd9c8662..f12570720 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -2926,7 +2926,7 @@ void Game::updateSound(f32 dtime) soundmaker->step(dtime); ClientMap &map = client->getEnv().getClientMap(); - MapNode n = map.getNodeNoEx(player->getFootstepNodePos()); + MapNode n = map.getNode(player->getFootstepNodePos()); soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep; } @@ -3105,7 +3105,7 @@ PointedThing Game::updatePointedThing( } } else if (result.type == POINTEDTHING_NODE) { // Update selection boxes - MapNode n = map.getNodeNoEx(result.node_undersurface); + MapNode n = map.getNode(result.node_undersurface); std::vector<aabb3f> boxes; n.getSelectionBoxes(nodedef, &boxes, n.getNeighbors(result.node_undersurface, &map)); @@ -3132,12 +3132,12 @@ PointedThing Game::updatePointedThing( v3s16 p = floatToInt(pf, BS); // Get selection mesh light level - MapNode n = map.getNodeNoEx(p); + MapNode n = map.getNode(p); u16 node_light = getInteriorLight(n, -1, nodedef); u16 light_level = node_light; for (const v3s16 &dir : g_6dirs) { - n = map.getNodeNoEx(p + dir); + n = map.getNode(p + dir); node_light = getInteriorLight(n, -1, nodedef); if (node_light > light_level) light_level = node_light; @@ -3198,7 +3198,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed, m_game_ui->setInfoText(unescape_translate(utf8_to_wide( meta->getString("infotext")))); } else { - MapNode n = map.getNodeNoEx(nodepos); + MapNode n = map.getNode(nodepos); if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") { m_game_ui->setInfoText(L"Unknown node: " + @@ -3215,7 +3215,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed, if (meta && !meta->getString("formspec").empty() && !random_input && !isKeyDown(KeyType::SNEAK)) { // Report right click to server - if (nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) { + if (nodedef_manager->get(map.getNode(nodepos)).rightclickable) { client->interact(INTERACT_PLACE, pointed); } @@ -3258,7 +3258,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed, SimpleSoundSpec(); if (def.node_placement_prediction.empty() || - nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) { + nodedef_manager->get(map.getNode(nodepos)).rightclickable) { client->interact(INTERACT_PLACE, pointed); // Report to server } else { soundmaker->m_player_rightpunch_sound = @@ -3278,7 +3278,7 @@ bool Game::nodePlacementPrediction(const ItemDefinition &selected_def, MapNode node; bool is_valid_position; - node = map.getNodeNoEx(nodepos, &is_valid_position); + node = map.getNode(nodepos, &is_valid_position); if (!is_valid_position) return false; @@ -3290,13 +3290,13 @@ bool Game::nodePlacementPrediction(const ItemDefinition &selected_def, v3s16 p = neighbourpos; // Place inside node itself if buildable_to - MapNode n_under = map.getNodeNoEx(nodepos, &is_valid_position); + MapNode n_under = map.getNode(nodepos, &is_valid_position); if (is_valid_position) { if (nodedef->get(n_under).buildable_to) p = nodepos; else { - node = map.getNodeNoEx(p, &is_valid_position); + node = map.getNode(p, &is_valid_position); if (is_valid_position &&!nodedef->get(node).buildable_to) return false; } @@ -3363,7 +3363,7 @@ bool Game::nodePlacementPrediction(const ItemDefinition &selected_def, else pp = p + v3s16(0, -1, 0); - if (!nodedef->get(map.getNodeNoEx(pp)).walkable) + if (!nodedef->get(map.getNode(pp)).walkable) return false; } @@ -3477,7 +3477,7 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos, // See also: serverpackethandle.cpp, action == 2 LocalPlayer *player = client->getEnv().getLocalPlayer(); ClientMap &map = client->getEnv().getClientMap(); - MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos); + MapNode n = client->getEnv().getClientMap().getNode(nodepos); // NOTE: Similar piece of code exists on the server side for // cheat detection. @@ -3565,7 +3565,7 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos, runData.nodig_delay_timer = 0.15; bool is_valid_position; - MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position); + MapNode wasnode = map.getNode(nodepos, &is_valid_position); if (is_valid_position) { if (client->moddingEnabled() && client->getScript()->on_dignode(nodepos, wasnode)) { diff --git a/src/client/gameui.cpp b/src/client/gameui.cpp index 22c9e1527..6eb8bfd34 100644 --- a/src/client/gameui.cpp +++ b/src/client/gameui.cpp @@ -136,7 +136,7 @@ void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_ if (pointed_old.type == POINTEDTHING_NODE) { ClientMap &map = client->getEnv().getClientMap(); const NodeDefManager *nodedef = client->getNodeDefManager(); - MapNode n = map.getNodeNoEx(pointed_old.node_undersurface); + MapNode n = map.getNode(pointed_old.node_undersurface); if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") { os << ", pointed: " << nodedef->get(n).name diff --git a/src/client/localplayer.cpp b/src/client/localplayer.cpp index c356f7c24..39e290c5b 100644 --- a/src/client/localplayer.cpp +++ b/src/client/localplayer.cpp @@ -86,7 +86,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, if (current_node != m_sneak_node) { new_sneak_node_exists = false; } else { - node = map->getNodeNoEx(current_node, &is_valid_position); + node = map->getNode(current_node, &is_valid_position); if (!is_valid_position || !nodemgr->get(node).walkable) new_sneak_node_exists = false; } @@ -112,7 +112,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, // The node to be sneaked on has to be walkable - node = map->getNodeNoEx(p, &is_valid_position); + node = map->getNode(p, &is_valid_position); if (!is_valid_position || !nodemgr->get(node).walkable) continue; // And the node(s) above have to be nonwalkable @@ -122,7 +122,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, (m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS ); for (u16 y = 1; y <= height; y++) { - node = map->getNodeNoEx(p + v3s16(0, y, 0), &is_valid_position); + node = map->getNode(p + v3s16(0, y, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) { ok = false; break; @@ -130,7 +130,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, } } else { // legacy behaviour: check just one node - node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position); + node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position); ok = is_valid_position && !nodemgr->get(node).walkable; } if (!ok) @@ -145,7 +145,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, return false; // Update saved top bounding box of sneak node - node = map->getNodeNoEx(m_sneak_node); + node = map->getNode(m_sneak_node); std::vector<aabb3f> nodeboxes; node.getCollisionBoxes(nodemgr, &nodeboxes); m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes); @@ -153,11 +153,11 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, if (physics_override_sneak_glitch) { // Detect sneak ladder: // Node two meters above sneak node must be solid - node = map->getNodeNoEx(m_sneak_node + v3s16(0, 2, 0), + node = map->getNode(m_sneak_node + v3s16(0, 2, 0), &is_valid_position); if (is_valid_position && nodemgr->get(node).walkable) { // Node three meters above: must be non-solid - node = map->getNodeNoEx(m_sneak_node + v3s16(0, 3, 0), + node = map->getNode(m_sneak_node + v3s16(0, 3, 0), &is_valid_position); m_sneak_ladder_detected = is_valid_position && !nodemgr->get(node).walkable; @@ -225,7 +225,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, if (in_liquid) { pp = floatToInt(position + v3f(0,BS*0.1,0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; @@ -237,7 +237,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, else { pp = floatToInt(position + v3f(0,BS*0.5,0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; @@ -251,7 +251,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, Check if player is in liquid (the stable value) */ pp = floatToInt(position + v3f(0,0,0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid_stable = nodemgr->get(node.getContent()).isLiquid(); } else { @@ -265,9 +265,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, pp = floatToInt(position + v3f(0,0.5*BS,0), BS); v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); bool is_valid_position2; - MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2); + MapNode node2 = map->getNode(pp2, &is_valid_position2); if (!(is_valid_position && is_valid_position2)) { is_climbing = false; @@ -429,7 +429,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, { camera_barely_in_ceiling = false; v3s16 camera_np = floatToInt(getEyePosition(), BS); - MapNode n = map->getNodeNoEx(camera_np); + MapNode n = map->getNode(camera_np); if(n.getContent() != CONTENT_IGNORE){ if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){ camera_barely_in_ceiling = true; @@ -440,7 +440,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, /* Check properties of the node on which the player is standing */ - const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node)); + const ContentFeatures &f = nodemgr->get(map->getNode(m_standing_node)); // Determine if jumping is possible m_disable_jump = itemgroup_get(f.groups, "disable_jump"); @@ -821,7 +821,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, if (in_liquid) { // If in liquid, the threshold of coming out is at higher y pp = floatToInt(position + v3f(0, BS * 0.1, 0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; @@ -831,7 +831,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, } else { // If not in liquid, the threshold of going in is at lower y pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; @@ -844,7 +844,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, Check if player is in liquid (the stable value) */ pp = floatToInt(position + v3f(0, 0, 0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); if (is_valid_position) in_liquid_stable = nodemgr->get(node.getContent()).isLiquid(); else @@ -855,9 +855,9 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, */ pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS); v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS); - node = map->getNodeNoEx(pp, &is_valid_position); + node = map->getNode(pp, &is_valid_position); bool is_valid_position2; - MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2); + MapNode node2 = map->getNode(pp2, &is_valid_position2); if (!(is_valid_position && is_valid_position2)) is_climbing = false; @@ -942,13 +942,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, position_y_mod = m_sneak_node_bb_ymax - position_y_mod; v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS); if (m_sneak_node_exists && - nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" && + nodemgr->get(map->getNode(m_old_node_below)).name == "air" && m_old_node_below_type != "air") { // Old node appears to have been removed; that is, // it wasn't air before but now it is m_need_to_get_new_sneak_node = false; m_sneak_node_exists = false; - } else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") { + } else if (nodemgr->get(map->getNode(current_node)).name != "air") { // We are on something, so make sure to recalculate the sneak // node. m_need_to_get_new_sneak_node = true; @@ -976,16 +976,16 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, continue; // The node to be sneaked on has to be walkable - node = map->getNodeNoEx(p, &is_valid_position); + node = map->getNode(p, &is_valid_position); if (!is_valid_position || !nodemgr->get(node).walkable) continue; // And the node above it has to be nonwalkable - node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position); + node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) continue; // If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable if (!physics_override_sneak_glitch) { - node =map->getNodeNoEx(p + v3s16(0, 2, 0), &is_valid_position); + node =map->getNode(p + v3s16(0, 2, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) continue; } @@ -1001,7 +1001,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, if (sneak_node_found) { f32 cb_max = 0; - MapNode n = map->getNodeNoEx(m_sneak_node); + MapNode n = map->getNode(m_sneak_node); std::vector<aabb3f> nodeboxes; n.getCollisionBoxes(nodemgr, &nodeboxes); for (const auto &box : nodeboxes) { @@ -1045,7 +1045,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, { camera_barely_in_ceiling = false; v3s16 camera_np = floatToInt(getEyePosition(), BS); - MapNode n = map->getNodeNoEx(camera_np); + MapNode n = map->getNode(camera_np); if (n.getContent() != CONTENT_IGNORE) { if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2) camera_barely_in_ceiling = true; @@ -1056,12 +1056,12 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, Update the node last under the player */ m_old_node_below = floatToInt(position - v3f(0, BS / 2, 0), BS); - m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name; + m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name; /* Check properties of the node on which the player is standing */ - const ContentFeatures &f = nodemgr->get(map->getNodeNoEx( + const ContentFeatures &f = nodemgr->get(map->getNode( getStandingNodePos())); // Determine if jumping is possible @@ -1091,7 +1091,7 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH) // Slip on slippery nodes const NodeDefManager *nodemgr = env->getGameDef()->ndef(); Map *map = &env->getMap(); - const ContentFeatures &f = nodemgr->get(map->getNodeNoEx( + const ContentFeatures &f = nodemgr->get(map->getNode( getStandingNodePos())); int slippery = 0; if (f.walkable) @@ -1147,7 +1147,7 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env, bool is_position_valid; for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; z++) { for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; x++) { - MapNode n = env->getMap().getNodeNoEx(v3s16(x, ceilpos_max.Y, z), &is_position_valid); + MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid); if (!is_position_valid) break; // won't collide with the void outside diff --git a/src/client/particles.cpp b/src/client/particles.cpp index ebd52f0f0..4777a5b99 100644 --- a/src/client/particles.cpp +++ b/src/client/particles.cpp @@ -181,7 +181,7 @@ void Particle::updateLight() floor(m_pos.Y+0.5), floor(m_pos.Z+0.5) ); - MapNode n = m_env->getClientMap().getNodeNoEx(p, &pos_ok); + MapNode n = m_env->getClientMap().getNode(p, &pos_ok); if (pos_ok) light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef()); else |