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Report collisionMoveSimple for client and server. (#13105)
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@ -229,10 +229,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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v3f accel_f, ActiveObject *self,
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bool collideWithObjects)
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{
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#define PROFILER_NAME(text) (s_env ? ("Server: " text) : ("Client: " text))
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static bool time_notification_done = false;
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Map *map = &env->getMap();
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ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
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ScopeProfiler sp(g_profiler, "collisionMoveSimple()", SPT_AVG);
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ScopeProfiler sp(g_profiler, PROFILER_NAME("collisionMoveSimple()"), SPT_AVG);
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collisionMoveResult result;
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@ -271,7 +273,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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std::vector<NearbyCollisionInfo> cinfo;
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{
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//TimeTaker tt2("collisionMoveSimple collect boxes");
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ScopeProfiler sp2(g_profiler, "collisionMoveSimple(): collect boxes", SPT_AVG);
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ScopeProfiler sp2(g_profiler, PROFILER_NAME("collisionMoveSimple(): collect boxes"), SPT_AVG);
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v3f minpos_f(
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MYMIN(pos_f->X, newpos_f.X),
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@ -390,7 +392,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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else
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#endif
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{
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ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
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if (s_env != NULL) {
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// Calculate distance by speed, add own extent and 1.5m of tolerance
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f32 distance = speed_f->getLength() * dtime +
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