Little collision.cpp cleanups

This commit is contained in:
Loic Blot 2016-02-20 09:44:22 +01:00
parent 60dc01dc25
commit c6d7d2097c

@ -235,7 +235,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
std::vector<v3s16> node_positions;
{
//TimeTaker tt2("collisionMoveSimple collect boxes");
ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
v3s16 oldpos_i = floatToInt(*pos_f, BS);
v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
@ -383,13 +383,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
while(dtime > BS * 1e-10) {
//TimeTaker tt3("collisionMoveSimple dtime loop");
ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
// Avoid infinite loop
loopcount++;
if (loopcount >= 100) {
warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
dtime = 0;
break;
}
@ -399,7 +398,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
int nearest_collided = -1;
f32 nearest_dtime = dtime;
u32 nearest_boxindex = -1;
int nearest_boxindex = -1;
/*
Go through every nodebox, find nearest collision