* `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative)
* `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
- * `forced_visible`: Boolean to control whether the attached entity
+ * `forced_visible`: Boolean to control whether the attached entity
should appear in first person.
-* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
+* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
or nil if it isn't attached.
* `get_children()`: returns a list of ObjectRefs that are attached to the
object.
}
float d = playersao->getEyePosition().getDistanceFrom(target_pos);
- if (!checkInteractDistance(player, d, pointed.dump())
- && pointed.type == POINTEDTHING_NODE) {
- // Re-send block to revert change on client-side
- RemoteClient *client = getClient(peer_id);
- v3s16 blockpos = getNodeBlockPos(pointed.node_undersurface);
- client->SetBlockNotSent(blockpos);
+ if (!checkInteractDistance(player, d, pointed.dump())) {
+ if (pointed.type == POINTEDTHING_NODE) {
+ // Re-send block to revert change on client-side
+ RemoteClient *client = getClient(peer_id);
+ v3s16 blockpos = getNodeBlockPos(pointed.node_undersurface);
+ client->SetBlockNotSent(blockpos);
+ }
return;
}
}