Implemented suggestions
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@ -1,3 +1,4 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Entity.h"
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@ -722,11 +723,9 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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if (NextSpeed.SqrLength() > 0.f)
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{
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cTracer Tracer(GetWorld());
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bool HasHit = Tracer.Trace(NextPos, NextSpeed,
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// Distance traced is an integer, so we round up from the distance we should go (Speed * Delta), else we will encounter collision detection failures
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(int)(ceil((NextSpeed * a_Dt).SqrLength()) * 2)
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);
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// Distance traced is an integer, so we round up from the distance we should go (Speed * Delta), else we will encounter collision detection failurse
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int DistanceToTrace = (int)(ceil((NextSpeed * a_Dt).SqrLength()) * 2);
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bool HasHit = Tracer.Trace(NextPos, NextSpeed, DistanceToTrace);
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if (HasHit)
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{
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@ -736,7 +735,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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// Block hit was within our projected path
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// Begin by stopping movement in the direction that we hit something. The Normal is the line perpendicular to a 2D face and in this case, stores what block face was hit through either -1 or 1.
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// Por ejemplo: HitNormal.y = -1 : BLOCK_FACE_YM; HitNormal.y = 1 : BLOCK_FACE_YP
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// For example: HitNormal.y = -1 : BLOCK_FACE_YM; HitNormal.y = 1 : BLOCK_FACE_YP
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if (Tracer.HitNormal.x != 0.f) NextSpeed.x = 0.f;
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if (Tracer.HitNormal.y != 0.f) NextSpeed.y = 0.f;
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if (Tracer.HitNormal.z != 0.f) NextSpeed.z = 0.f;
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@ -954,7 +953,7 @@ void cEntity::SetSwimState(cChunk & a_Chunk)
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// Ref.: http://forum.mc-server.org/showthread.php?tid=1244
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LOGD("SetSwimState failure: RelX = %d, RelZ = %d, Pos = %.02f, %.02f}",
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RelX, RelY, GetPosX(), GetPosZ()
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);
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);
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m_IsSwimming = false;
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m_IsSubmerged = false;
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return;
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