// Add node to client map
MapNode n(id, 0, param2);
try{
- // This triggers the required mesh update too
- client.addNode(p, n);
- return true;
+ LocalPlayer* player = client.getEnv().getLocalPlayer();
+
+ // Dont place node when player would be inside new node
+ // NOTE: This is to be eventually implemented by a mod as client-side Lua
+ if (!nodedef->get(n).walkable ||
+ (client.checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
+ (nodedef->get(n).walkable &&
+ neighbourpos != player->getStandingNodePos() + v3s16(0,1,0) &&
+ neighbourpos != player->getStandingNodePos() + v3s16(0,2,0))) {
+
+ // This triggers the required mesh update too
+ client.addNode(p, n);
+ return true;
+ }
}catch(InvalidPositionException &e){
errorstream<<"Node placement prediction failed for "
<<playeritem_def.name<<" (places "
// Otherwise report right click to server
else
{
- // Report to server
- client.interact(3, pointed);
- camera.setDigging(1); // right click animation
-
+ camera.setDigging(1); // right click animation (always shown for feedback)
+
// If the wielded item has node placement prediction,
// make that happen
bool placed = nodePlacementPrediction(client,
- playeritem_def,
- nodepos, neighbourpos);
-
- // Read the sound
- if(placed)
+ playeritem_def,
+ nodepos, neighbourpos);
+
+ if(placed) {
+ // Report to server
+ client.interact(3, pointed);
+ // Read the sound
soundmaker.m_player_rightpunch_sound =
- playeritem_def.sound_place;
- else
+ playeritem_def.sound_place;
+ } else {
soundmaker.m_player_rightpunch_sound =
- SimpleSoundSpec();
+ SimpleSoundSpec();
+ }
+
+ if (playeritem_def.node_placement_prediction == "" ||
+ nodedef->get(map.getNode(nodepos)).rightclickable)
+ client.interact(3, pointed); // Report to server
}
}
}