Minor Entity.cpp cleanup
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0524d70774
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@ -733,13 +733,11 @@ 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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int Ret = Tracer.Trace( NextPos, NextSpeed, 2 );
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if( Ret ) // Oh noez! we hit something
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bool HasHit = Tracer.Trace( NextPos, NextSpeed, 2 );
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if (HasHit) // Oh noez! we hit something
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{
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// Set to hit position
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if ((Tracer.RealHit - NextPos).SqrLength() <= (NextSpeed * a_Dt).SqrLength())
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{
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if( Ret == 1 )
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{
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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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@ -749,7 +747,6 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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m_bOnGround = true;
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}
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}
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NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
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NextPos.x += Tracer.HitNormal.x * 0.3f;
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NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot
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