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authorJozef Behran <jozuejozef@gmail.com>2019-08-10 19:45:44 +0200
committersfan5 <sfan5@live.de>2019-08-10 19:45:44 +0200
commit86d7f84b899a507e979f1845f2057cce6f84e743 (patch)
treeec2d965d61bd639fe879f971b98e30bccab63b52 /src/content_sao.cpp
parent291e7730cf24ba5081f10b5ddbf2494951333827 (diff)
downloadminetest-86d7f84b899a507e979f1845f2057cce6f84e743.tar.xz
Merge pull request #8776 from osjc/FixGetNode
Finish getNode cleanup
Diffstat (limited to 'src/content_sao.cpp')
-rw-r--r--src/content_sao.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/content_sao.cpp b/src/content_sao.cpp
index de300481f..800c74859 100644
--- a/src/content_sao.cpp
+++ b/src/content_sao.cpp
@@ -992,7 +992,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
// Get nose/mouth position, approximate with eye position
v3s16 p = floatToInt(getEyePosition(), BS);
- MapNode n = m_env->getMap().getNodeNoEx(p);
+ MapNode n = m_env->getMap().getNode(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
// If node generates drown
if (c.drowning > 0 && m_hp > 0) {
@@ -1011,7 +1011,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
if (m_breathing_interval.step(dtime, 0.5f) && !isImmortal()) {
// Get nose/mouth position, approximate with eye position
v3s16 p = floatToInt(getEyePosition(), BS);
- MapNode n = m_env->getMap().getNodeNoEx(p);
+ MapNode n = m_env->getMap().getNode(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
// If player is alive & not drowning & not in ignore & not immortal, breathe
if (m_breath < m_prop.breath_max && c.drowning == 0 &&
@@ -1030,7 +1030,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
v3s16 p = floatToInt(m_base_position +
v3f(0.0f, dam_height * BS, 0.0f), BS);
- MapNode n = m_env->getMap().getNodeNoEx(p);
+ MapNode n = m_env->getMap().getNode(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
if (c.damage_per_second > damage_per_second) {
damage_per_second = c.damage_per_second;
@@ -1041,7 +1041,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
// Top damage point
v3s16 ptop = floatToInt(m_base_position +
v3f(0.0f, dam_top * BS, 0.0f), BS);
- MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
+ MapNode ntop = m_env->getMap().getNode(ptop);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
if (c.damage_per_second > damage_per_second) {
damage_per_second = c.damage_per_second;