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Collision temporary fix for issue #6886
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@ -415,12 +415,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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*/
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f32 d = pos_max_d * 1.1f;
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// A fairly large value in here makes moving smoother
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//f32 d = 0.15*BS;
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//f32 d = pos_max_d * 1.1f;
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// This should always apply, otherwise there are glitches
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assert(d > pos_max_d); // invariant
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f32 d = 0.01f; // Temporary fix, any nonzero d causes collision glitches, the more the greater it is.
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// ultimately it has to be determined if any uncertainty is involved, and if it is, eliminated
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// and d & pos_max_d params removed from function calls.
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int loopcount = 0;
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