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@@ -887,7 +887,7 @@ private:
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void updateChat(f32 dtime);
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bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
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- const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
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+ const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
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const NodeMetadata *meta);
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static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
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@@ -3409,7 +3409,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
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const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
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{
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v3s16 nodepos = pointed.node_undersurface;
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- v3s16 neighbourpos = pointed.node_abovesurface;
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+ v3s16 neighborpos = pointed.node_abovesurface;
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/*
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Check information text of node
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@@ -3453,7 +3453,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
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// And also set the sound and send the interact
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// But first check for meta formspec and rightclickable
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auto &def = selected_item.getDefinition(itemdef_manager);
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- bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
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+ bool placed = nodePlacement(def, selected_item, nodepos, neighborpos,
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pointed, meta);
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if (placed && client->modsLoaded())
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@@ -3462,7 +3462,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
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}
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bool Game::nodePlacement(const ItemDefinition &selected_def,
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- const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
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+ const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
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const PointedThing &pointed, const NodeMetadata *meta)
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{
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const auto &prediction = selected_def.node_placement_prediction;
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@@ -3512,7 +3512,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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verbosestream << "Node placement prediction for "
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<< selected_def.name << " is " << prediction << std::endl;
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- v3s16 p = neighbourpos;
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+ v3s16 p = neighborpos;
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// Place inside node itself if buildable_to
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MapNode n_under = map.getNode(nodepos, &is_valid_position);
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@@ -3556,7 +3556,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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param2 = place_param2;
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} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
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predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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- v3s16 dir = nodepos - neighbourpos;
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+ v3s16 dir = nodepos - neighborpos;
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if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
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param2 = dir.Y < 0 ? 1 : 0;
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@@ -3634,14 +3634,14 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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try {
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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- // Dont place node when player would be inside new node
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+ // Don't place node when player would be inside new node
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// NOTE: This is to be eventually implemented by a mod as client-side Lua
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if (!nodedef->get(n).walkable ||
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g_settings->getBool("enable_build_where_you_stand") ||
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(client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
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(nodedef->get(n).walkable &&
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- neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
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- neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
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+ neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
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+ neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
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// This triggers the required mesh update too
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client->addNode(p, n);
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// Report to server
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