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C++11 patchset 9: move hardcoded init parameters to class definitions (part 1) (#5984)
* C++11 patchset 9: move hardcoded init parameters to class definitions C++11 introduced the possibility to define the default values directly in class definitions, do it on current code Also remove some unused attributes * CollisionInfo::bouncy * collisionMoveResult::collides_xy * collisionMoveResult::standing_on_unloaded * Clouds::speed * More constructor cleanups + some variables removal * remove only write guiFormSpecMenu::m_old_tooltip * move header included inside defintions in genericobject.h * remove some unused since years exception classes * remove unused & empty debug_stacks_init * remove unused & empty content_nodemeta_serialize_legacy * remove forgotten useless bool (bouncy) in collision.cpp code
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parent
49d6e5f4ab
commit
76be103a91
50 changed files with 331 additions and 751 deletions
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@ -39,7 +39,6 @@ struct NearbyCollisionInfo {
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NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
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const v3s16 &pos, const aabb3f &box) :
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is_unloaded(is_ul),
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is_step_up(false),
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is_object(is_obj),
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bouncy(bouncy),
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position(pos),
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@ -47,7 +46,7 @@ struct NearbyCollisionInfo {
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{}
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bool is_unloaded;
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bool is_step_up;
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bool is_step_up = false;
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bool is_object;
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int bouncy;
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v3s16 position;
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@ -469,7 +468,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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d));
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// Get bounce multiplier
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bool bouncy = (nearest_info.bouncy >= 1);
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float bounce = -(float)nearest_info.bouncy / 100.0;
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// Move to the point of collision and reduce dtime by nearest_dtime
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@ -499,7 +497,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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info.type = COLLISION_NODE;
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info.node_p = nearest_info.position;
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info.bouncy = bouncy;
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info.old_speed = *speed_f;
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// Set the speed component that caused the collision to zero
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@ -513,7 +510,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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else
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speed_f->X = 0;
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result.collides = true;
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result.collides_xz = true;
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} else if (nearest_collided == 1) { // Y
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if(fabs(speed_f->Y) > BS * 3)
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speed_f->Y *= bounce;
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@ -526,7 +522,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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else
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speed_f->Z = 0;
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result.collides = true;
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result.collides_xz = true;
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}
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info.new_speed = *speed_f;
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@ -572,8 +567,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (box_info.is_object)
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result.standing_on_object = true;
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if (box_info.is_unloaded)
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result.standing_on_unloaded = true;
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}
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}
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}
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