Send Position packet on event, don't check it at each AsyncRunStep.
[oweals/minetest.git] / src / collision.cpp
index edbee40b9599d802e793341822ef50b2935d8739..9e0c85531cf4ced2cf987e17f4bcb9eca17e8d0a 100644 (file)
@@ -251,9 +251,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        for(s16 z = min_z; z <= max_z; z++)
        {
                v3s16 p(x,y,z);
-               try{
+
+               bool is_position_valid;
+               MapNode n = map->getNodeNoEx(p, &is_position_valid);
+
+               if (is_position_valid) {
                        // Object collides into walkable nodes
-                       MapNode n = map->getNode(p);
+
                        const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
                        if(f.walkable == false)
                                continue;
@@ -275,8 +279,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                is_object.push_back(false);
                        }
                }
-               catch(InvalidPositionException &e)
-               {
+               else {
                        // Collide with unloaded nodes
                        aabb3f box = getNodeBox(p, BS);
                        cboxes.push_back(box);