diff options
Diffstat (limited to 'src/engine/physics.cpp')
| -rw-r--r-- | src/engine/physics.cpp | 8 |
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; |
