for (const v3s16 &neighbor_dir : neighbor_dirs) {
v3s16 p2 = p + neighbor_dir;
bool is_valid;
- MapNode n2 = map->getNodeNoEx(p2, &is_valid);
+ MapNode n2 = map->getNode(p2, &is_valid);
if (is_valid) {
u8 spread = n2.getLight(bank, ndef);
// If it is sure that the neighbor won't be
MapNode n2;
- n2 = map->getNodeNoEx(n2pos, &is_valid_position);
+ n2 = map->getNode(n2pos, &is_valid_position);
if (!is_valid_position)
break;
MapNode n2;
- n2 = map->getNodeNoEx(n2pos, &is_valid_position);
+ n2 = map->getNode(n2pos, &is_valid_position);
if (!is_valid_position)
break;
LightBank bank, v3s16 pos)
{
bool is_valid_position;
- MapNode n = map->getNodeNoEx(pos, &is_valid_position);
+ MapNode n = map->getNode(pos, &is_valid_position);
const ContentFeatures &f = ndef->get(n);
if (f.param_type != CPT_LIGHT) {
return true;
assert(f.light_source <= LIGHT_MAX);
u8 brightest_neighbor = f.light_source + 1;
for (const v3s16 &neighbor_dir : neighbor_dirs) {
- MapNode n2 = map->getNodeNoEx(pos + neighbor_dir,
+ MapNode n2 = map->getNode(pos + neighbor_dir,
&is_valid_position);
u8 light2 = n2.getLight(bank, ndef);
if (brightest_neighbor < light2) {
for (relpos.X = 0; relpos.X < MAP_BLOCKSIZE; relpos.X++)
for (relpos.Z = 0; relpos.Z < MAP_BLOCKSIZE; relpos.Z++)
for (relpos.Y = 0; relpos.Y < MAP_BLOCKSIZE; relpos.Y++) {
- MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Y, &is_valid);
+ MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z, &is_valid);
const ContentFeatures &f = ndef->get(node);
// For each light bank