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authorxolatile2025-08-07 00:32:29 +0200
committerxolatile2025-08-07 00:32:29 +0200
commit4c8dfb375b4b30dbb6079f9d68024980d81ffa20 (patch)
treed7a8164758e9d5cfc5d5c239bccbe45ad19c9da6 /src/engine/physics.cpp
parent0a1172b75f571685c264a8b9d8ee224bbf11381f (diff)
downloadxolatile-badassbug-4c8dfb375b4b30dbb6079f9d68024980d81ffa20.tar.xz
xolatile-badassbug-4c8dfb375b4b30dbb6079f9d68024980d81ffa20.tar.zst
More cleanups...
Diffstat (limited to 'src/engine/physics.cpp')
-rw-r--r--src/engine/physics.cpp8
1 files changed, 3 insertions, 5 deletions
diff --git a/src/engine/physics.cpp b/src/engine/physics.cpp
index a43e8b4..868bcc1 100644
--- a/src/engine/physics.cpp
+++ b/src/engine/physics.cpp
@@ -575,7 +575,6 @@ bool plcollide(physent *d, const vec &dir, bool insideplayercol) { // collide wi
if(o==d || d->o.reject(o->o, d->radius+o->radius)) continue;
if(plcollide(d, dir, o)) {
collideplayer = o;
- game::dynentcollide(d, o, collidewall);
return true;
}
if(collideinside > lastinside) {
@@ -586,7 +585,6 @@ bool plcollide(physent *d, const vec &dir, bool insideplayercol) { // collide wi
}
if(insideplayer && insideplayercol) {
collideplayer = insideplayer;
- game::dynentcollide(d, insideplayer, vec(0, 0, 0));
return true;
}
return false;
@@ -1325,7 +1323,7 @@ void modifyvelocity(physent *pl, bool local, bool floating, int curtime) {
if(pl->jumping && allowmove) {
pl->jumping = false;
pl->vel.z = max(pl->vel.z, JUMPVEL); // physics impulse upwards
- game::physicstrigger(pl, local, 1);
+ game::physicstrigger(pl, 1);
}
}
if(!floating && pl->physstate == PHYS_FALL) pl->timeinair = min(pl->timeinair + curtime, 1000);
@@ -1400,14 +1398,14 @@ bool moveplayer(physent *pl, int moveres, bool local, int curtime) {
d.mul(f);
loopi(moveres) if(!move(pl, d) && ++collisions<5) i--; // discrete steps collision detection & sliding
if(timeinair > 800 && !pl->timeinair) { // if we land after long time must have been a high jump, make thud sound {
- game::physicstrigger(pl, local, -1);
+ game::physicstrigger(pl, -1);
}
}
if(pl->state==CS_ALIVE) updatedynentcache(pl);
// automatically apply smooth roll when strafing
if(pl->strafe && maxroll) pl->roll = clamp(pl->roll - pow(clamp(1.0f + pl->strafe*pl->roll/maxroll, 0.0f, 1.0f), 0.33f)*pl->strafe*curtime*straferoll, -maxroll, maxroll);
else pl->roll *= curtime == PHYSFRAMETIME ? faderoll : pow(faderoll, curtime/float(PHYSFRAMETIME));
- if(pl->inwater) game::physicstrigger(pl, local, 0, pl->inwater);
+ if(pl->inwater) game::physicstrigger(pl, 0);
pl->inwater = MAT_AIR;
if(pl->state==CS_ALIVE && (pl->o.z < 0 || material&MAT_DEATH)) game::suicide(pl);
return true;