From 6c9df2ffa7ee81a05b28fdd6123a926abd284c72 Mon Sep 17 00:00:00 2001 From: paramat Date: Sat, 24 Feb 2018 15:57:34 +0000 Subject: [PATCH] CollisionMoveSimple: Collide with 'ignore' nodes --- src/collision.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/collision.cpp b/src/collision.cpp index 6edae1efc..24d22e825 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -279,7 +279,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, bool is_position_valid; MapNode n = map->getNodeNoEx(p, &is_position_valid); - if (is_position_valid) { + if (is_position_valid && n.getContent() != CONTENT_IGNORE) { // Object collides into walkable nodes any_position_valid = true; @@ -327,7 +327,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, cinfo.emplace_back(false, false, n_bouncy_value, p, box); } } else { - // Collide with unloaded nodes + // Collide with unloaded nodes (position invalid) and loaded + // CONTENT_IGNORE nodes (position valid) aabb3f box = getNodeBox(p, BS); cinfo.emplace_back(true, false, 0, p, box); } @@ -335,6 +336,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, // Do not move if world has not loaded yet, since custom node boxes // are not available for collision detection. + // This also intentionally occurs in the case of the object being positioned + // solely on loaded CONTENT_IGNORE nodes, no matter where they come from. if (!any_position_valid) { *speed_f = v3f(0, 0, 0); return result; -- 2.25.1