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@@ -206,7 +206,7 @@ bool wouldCollideWithCeiling(
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static inline void getNeighborConnectingFace(const v3s16 &p,
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const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors)
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{
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MapNode n2 = map->getNodeNoEx(p);
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MapNode n2 = map->getNode(p);
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if (nodedef->nodeboxConnects(n, n2, v))
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*neighbors |= v;
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}
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@@ -278,7 +278,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
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for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
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bool is_position_valid;
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MapNode n = map->getNodeNoEx(p, &is_position_valid);
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MapNode n = map->getNode(p, &is_position_valid);
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if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
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// Object collides into walkable nodes
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