forked from Mirrorlandia_minetest/minetest
Revert #10495 and simplify.
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@ -209,6 +209,13 @@ void RemoteClient::GetNextBlocks (
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s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, prop_zoom_fov),
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s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, prop_zoom_fov),
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wanted_range);
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wanted_range);
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s16 d_max = full_d_max;
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// Don't loop very much at a time
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s16 max_d_increment_at_time = 2;
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if (d_max > d_start + max_d_increment_at_time)
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d_max = d_start + max_d_increment_at_time;
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// cos(angle between velocity and camera) * |velocity|
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// cos(angle between velocity and camera) * |velocity|
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// Limit to 0.0f in case player moves backwards.
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// Limit to 0.0f in case player moves backwards.
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f32 dot = rangelim(camera_dir.dotProduct(playerspeed), 0.0f, 300.0f);
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f32 dot = rangelim(camera_dir.dotProduct(playerspeed), 0.0f, 300.0f);
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@ -225,7 +232,7 @@ void RemoteClient::GetNextBlocks (
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const v3s16 cam_pos_nodes = floatToInt(camera_pos, BS);
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const v3s16 cam_pos_nodes = floatToInt(camera_pos, BS);
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s16 d;
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s16 d;
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for (d = d_start; d <= full_d_max; d++) {
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for (d = d_start; d <= d_max; d++) {
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/*
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/*
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Get the border/face dot coordinates of a "d-radiused"
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Get the border/face dot coordinates of a "d-radiused"
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box
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box
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