X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcollision.cpp;h=9ef6b4263bd10e15dc352f327c3d2fc4340fa9c0;hb=617d94c8038e3ff035eaeef7ccdfa4f442feb873;hp=7665699cd01b46b3124376cc7bd752564ab8050a;hpb=c738d1eeabbbe9164a25f6b69bc7ec1a3b44b051;p=dragonfireclient.git diff --git a/src/collision.cpp b/src/collision.cpp index 7665699cd..9ef6b4263 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -227,13 +227,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, /* Calculate new velocity */ - if (dtime > 0.5) { + if (dtime > 0.5f) { if (!time_notification_done) { time_notification_done = true; infostream << "collisionMoveSimple: maximum step interval exceeded," " lost movement details!"<X, newpos_f.X), - MYMIN(pos_f->Y, newpos_f.Y) + 0.01 * BS, // bias rounding, player often at +/-n.5 + MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5 MYMIN(pos_f->Z, newpos_f.Z) ); v3f maxpos_f( @@ -355,7 +355,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, if (c_env != 0) { f32 distance = speed_f->getLength(); std::vector clientobjects; - c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects); + c_env->getActiveObjects(*pos_f, distance * 1.5f, clientobjects); for (auto &clientobject : clientobjects) { if (!self || (self != clientobject.obj)) { objects.push_back((ActiveObject*) clientobject.obj); @@ -369,7 +369,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, if (s_env != NULL) { f32 distance = speed_f->getLength(); std::vector s_objects; - s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5); + s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f); for (u16 obj_id : s_objects) { ServerActiveObject *current = s_env->getActiveObject(obj_id); if (!self || (self != current)) { @@ -401,7 +401,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ - f32 d = pos_max_d * 1.1; + f32 d = pos_max_d * 1.1f; // A fairly large value in here makes moving smoother //f32 d = 0.15*BS; @@ -410,7 +410,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, int loopcount = 0; - while(dtime > BS * 1e-10) { + while(dtime > BS * 1e-10f) { //TimeTaker tt3("collisionMoveSimple dtime loop"); ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG); @@ -468,7 +468,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, d)); // Get bounce multiplier - float bounce = -(float)nearest_info.bouncy / 100.0; + float bounce = -(float)nearest_info.bouncy / 100.0f; // Move to the point of collision and reduce dtime by nearest_dtime if (nearest_dtime < 0) { @@ -525,7 +525,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, } info.new_speed = *speed_f; - if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS) + if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS) is_collision = false; if (is_collision) { @@ -561,7 +561,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, box.MinEdge += *pos_f; box.MaxEdge += *pos_f; } - if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) { + if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) { result.touching_ground = true; if (box_info.is_object)