raycast_polyfill: ignore wielded_light:* nodes.

.....this means that despite this being a polyfill, we now can't replace 
it with the Minetest built-in version.

We'd have to benchmark - I'm not actually sure which is faster. On the 1 
hand, Minetest.raycast() is a C++ call and staying in Lua gives us an 
advantage, but on the other hand Lua might be that much  slower than C++ 
that it's worth the hit of making an extra API call.
master
Starbeamrainbowlabs 2020-05-02 00:02:42 +01:00
parent 5b3842a9ae
commit 7df26a2cc7
No known key found for this signature in database
GPG Key ID: 1BE5172E637709C2
2 changed files with 2 additions and 2 deletions

View File

@ -64,7 +64,7 @@ local function handle_rotation_player(player)
local rotation = player:get_look_horizontal()
local old_rotation = worldedit_hud_helper.info[player_name].rotation
-- Bad practice! Lua doesn't have a contineu statement though (O.o),
-- Bad practice! Lua doesn't have a continue statement though (O.o),
-- so we've got to make do :-/
if rotation ~= old_rotation then
local rotation_text = calc_rotation_text(rotation)

View File

@ -15,7 +15,7 @@ function worldedit_hud_helper.raycast(player)
local node_name
node_name = minetest.get_node(cur_pos).name
if node_name ~= "air" and node_name ~= "ignore" then
if node_name ~= "air" and node_name ~= "ignore" and not string.match(node_name, "wielded_light:") then
return node_name
end
end