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Player physics: Ensure larger dtime simulation steps (#10563)
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@ -183,39 +183,17 @@ void ClientEnvironment::step(float dtime)
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if(dtime > 0.5)
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dtime = 0.5;
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f32 dtime_downcount = dtime;
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/*
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Stuff that has a maximum time increment
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*/
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u32 loopcount = 0;
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do
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{
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loopcount++;
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f32 dtime_part;
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if(dtime_downcount > dtime_max_increment)
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{
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dtime_part = dtime_max_increment;
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dtime_downcount -= dtime_part;
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}
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else
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{
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dtime_part = dtime_downcount;
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u32 steps = ceil(dtime / dtime_max_increment);
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f32 dtime_part = dtime / steps;
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for (; steps > 0; --steps) {
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/*
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Setting this to 0 (no -=dtime_part) disables an infinite loop
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when dtime_part is so small that dtime_downcount -= dtime_part
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does nothing
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*/
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dtime_downcount = 0;
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}
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/*
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Handle local player
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Local player handling
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*/
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{
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// Control local player
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lplayer->applyControl(dtime_part, this);
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@ -260,7 +238,6 @@ void ClientEnvironment::step(float dtime)
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lplayer->move(dtime_part, this, position_max_increment,
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&player_collisions);
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}
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} while (dtime_downcount > 0.001);
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bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
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