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Remove profiler.h include where it's not needed. Remove some unreachable and very old code
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5ebb4237e2
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10 changed files with 14 additions and 149 deletions
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@ -458,7 +458,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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pos_f += speed_f * nearest_dtime;
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dtime -= nearest_dtime;
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}
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bool is_collision = true;
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if(is_unloaded[nearest_boxindex])
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is_collision = false;
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@ -561,76 +561,3 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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return result;
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}
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#if 0
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// This doesn't seem to work and isn't used
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collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
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f32 pos_max_d, const aabb3f &box_0,
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f32 stepheight, f32 dtime,
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v3f &pos_f, v3f &speed_f, v3f &accel_f)
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{
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//TimeTaker tt("collisionMovePrecise");
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ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
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collisionMoveResult final_result;
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// If there is no speed, there are no collisions
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if(speed_f.getLength() == 0)
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return final_result;
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// Don't allow overly huge dtime
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if(dtime > 2.0)
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dtime = 2.0;
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f32 dtime_downcount = dtime;
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u32 loopcount = 0;
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do
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{
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loopcount++;
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// Maximum time increment (for collision detection etc)
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// time = distance / speed
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f32 dtime_max_increment = 1.0;
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if(speed_f.getLength() != 0)
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dtime_max_increment = pos_max_d / speed_f.getLength();
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// Maximum time increment is 10ms or lower
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if(dtime_max_increment > 0.01)
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dtime_max_increment = 0.01;
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f32 dtime_part;
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if(dtime_downcount > dtime_max_increment)
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{
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dtime_part = dtime_max_increment;
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dtime_downcount -= dtime_part;
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}
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else
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{
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dtime_part = dtime_downcount;
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/*
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Setting this to 0 (no -=dtime_part) disables an infinite loop
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when dtime_part is so small that dtime_downcount -= dtime_part
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does nothing
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*/
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dtime_downcount = 0;
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}
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collisionMoveResult result = collisionMoveSimple(map, gamedef,
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pos_max_d, box_0, stepheight, dtime_part,
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pos_f, speed_f, accel_f);
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if(result.touching_ground)
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final_result.touching_ground = true;
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if(result.collides)
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final_result.collides = true;
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if(result.collides_xz)
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final_result.collides_xz = true;
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if(result.standing_on_unloaded)
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final_result.standing_on_unloaded = true;
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}
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while(dtime_downcount > 0.001);
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return final_result;
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}
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#endif
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