diff options
Diffstat (limited to 'src/Entities')
-rw-r--r-- | src/Entities/Entity.cpp | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 5c7c9c95a..f535faac7 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -1,3 +1,4 @@ + #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Entity.h" @@ -722,11 +723,9 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) if (NextSpeed.SqrLength() > 0.f) { cTracer Tracer(GetWorld()); - - bool HasHit = Tracer.Trace(NextPos, NextSpeed, - // Distance traced is an integer, so we round up from the distance we should go (Speed * Delta), else we will encounter collision detection failures - (int)(ceil((NextSpeed * a_Dt).SqrLength()) * 2) - ); + // Distance traced is an integer, so we round up from the distance we should go (Speed * Delta), else we will encounter collision detection failurse + int DistanceToTrace = (int)(ceil((NextSpeed * a_Dt).SqrLength()) * 2); + bool HasHit = Tracer.Trace(NextPos, NextSpeed, DistanceToTrace); if (HasHit) { @@ -736,7 +735,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) { // Block hit was within our projected path // Begin by stopping movement in the direction that we hit something. The Normal is the line perpendicular to a 2D face and in this case, stores what block face was hit through either -1 or 1. - // Por ejemplo: HitNormal.y = -1 : BLOCK_FACE_YM; HitNormal.y = 1 : BLOCK_FACE_YP + // For example: HitNormal.y = -1 : BLOCK_FACE_YM; HitNormal.y = 1 : BLOCK_FACE_YP if (Tracer.HitNormal.x != 0.f) NextSpeed.x = 0.f; if (Tracer.HitNormal.y != 0.f) NextSpeed.y = 0.f; if (Tracer.HitNormal.z != 0.f) NextSpeed.z = 0.f; @@ -954,7 +953,7 @@ void cEntity::SetSwimState(cChunk & a_Chunk) // Ref.: http://forum.mc-server.org/showthread.php?tid=1244 LOGD("SetSwimState failure: RelX = %d, RelZ = %d, Pos = %.02f, %.02f}", RelX, RelY, GetPosX(), GetPosZ() - ); + ); m_IsSwimming = false; m_IsSubmerged = false; return; |