Reworked collision to use g_BlockIsSolid
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@ -225,24 +225,15 @@ int cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int
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BLOCKTYPE BlockID = m_World->GetBlock(pos.x, pos.y, pos.z);
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// No collision with water ;)
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switch(BlockID)
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if (g_BlockIsSolid[BlockID])
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{
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case E_BLOCK_AIR:
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case E_BLOCK_YELLOW_FLOWER:
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case E_BLOCK_RED_ROSE:
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case E_BLOCK_RED_MUSHROOM:
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case E_BLOCK_BROWN_MUSHROOM:
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break;
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default:
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BlockHitPosition = pos;
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int Normal = GetHitNormal(a_Start, End, pos );
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if(Normal > 0)
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{
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BlockHitPosition = pos;
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int Normal = GetHitNormal(a_Start, End, pos );
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if(Normal > 0)
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{
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HitNormal = m_NormalTable[Normal-1];
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}
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return true;
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HitNormal = m_NormalTable[Normal-1];
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}
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return true;
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}
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}
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return 0;
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