diff options
Diffstat (limited to 'src/client/game.cpp')
-rw-r--r-- | src/client/game.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/client/game.cpp b/src/client/game.cpp index 2f97b9b0c..8ab8dd135 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -887,7 +887,7 @@ private: void updateChat(f32 dtime); bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item, - const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed, + const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed, const NodeMetadata *meta); static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX]; @@ -3409,7 +3409,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed, const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime) { v3s16 nodepos = pointed.node_undersurface; - v3s16 neighbourpos = pointed.node_abovesurface; + v3s16 neighborpos = pointed.node_abovesurface; /* Check information text of node @@ -3453,7 +3453,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed, // And also set the sound and send the interact // But first check for meta formspec and rightclickable auto &def = selected_item.getDefinition(itemdef_manager); - bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos, + bool placed = nodePlacement(def, selected_item, nodepos, neighborpos, pointed, meta); if (placed && client->modsLoaded()) @@ -3462,7 +3462,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed, } bool Game::nodePlacement(const ItemDefinition &selected_def, - const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos, + const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed, const NodeMetadata *meta) { const auto &prediction = selected_def.node_placement_prediction; @@ -3512,7 +3512,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def, verbosestream << "Node placement prediction for " << selected_def.name << " is " << prediction << std::endl; - v3s16 p = neighbourpos; + v3s16 p = neighborpos; // Place inside node itself if buildable_to MapNode n_under = map.getNode(nodepos, &is_valid_position); @@ -3556,7 +3556,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def, param2 = place_param2; } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) { - v3s16 dir = nodepos - neighbourpos; + v3s16 dir = nodepos - neighborpos; if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) { param2 = dir.Y < 0 ? 1 : 0; @@ -3634,14 +3634,14 @@ bool Game::nodePlacement(const ItemDefinition &selected_def, try { LocalPlayer *player = client->getEnv().getLocalPlayer(); - // Dont place node when player would be inside new node + // Don't 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 || g_settings->getBool("enable_build_where_you_stand") || (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))) { + neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) && + neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) { // This triggers the required mesh update too client->addNode(p, n); // Report to server |