f32 pos_max_d = BS*0.125; // Distance per iteration
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
- v3f p_acceleration = m_acceleration;
moveresult = collisionMoveSimple(env,env->getGameDef(),
pos_max_d, box, m_prop.stepheight, dtime,
- p_pos, p_velocity, p_acceleration,
+ &p_pos, &p_velocity, m_acceleration,
this, m_prop.collideWithObjects);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
- m_acceleration = p_acceleration;
bool is_end_position = moveresult.collides;
pos_translator.update(m_position, is_end_position, dtime);