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Merge pull request #8776 from osjc/FixGetNode

Finish getNode cleanup
This commit is contained in:
Jozef Behran 2019-08-10 19:45:44 +02:00 committed by sfan5
parent 291e7730cf
commit 86d7f84b89
26 changed files with 120 additions and 139 deletions

View file

@ -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.