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	Optimize env access and structs in collisionMoveSimple
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		@@ -36,45 +36,47 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#warning "-ffast-math is known to cause bugs in collision code, do not use!"
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#endif
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namespace {
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struct NearbyCollisionInfo {
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	// node
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	NearbyCollisionInfo(bool is_ul, int bouncy, const v3s16 &pos,
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			const aabb3f &box) :
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		is_unloaded(is_ul),
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	NearbyCollisionInfo(bool is_ul, int bouncy, v3s16 pos, const aabb3f &box) :
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		obj(nullptr),
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		bouncy(bouncy),
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		box(box),
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		position(pos),
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		box(box)
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		bouncy(bouncy),
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		is_unloaded(is_ul),
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		is_step_up(false)
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	{}
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	// object
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	NearbyCollisionInfo(ActiveObject *obj, int bouncy,
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			const aabb3f &box) :
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		is_unloaded(false),
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	NearbyCollisionInfo(ActiveObject *obj, int bouncy, const aabb3f &box) :
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		obj(obj),
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		box(box),
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		bouncy(bouncy),
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		box(box)
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		is_unloaded(false),
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		is_step_up(false)
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	{}
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	inline bool isObject() const { return obj != nullptr; }
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	bool is_unloaded;
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	bool is_step_up = false;
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	ActiveObject *obj;
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	int bouncy;
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	v3s16 position;
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	aabb3f box;
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	v3s16 position;
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	u8 bouncy;
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	// bitfield to save space
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	bool is_unloaded:1, is_step_up:1;
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};
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// Helper functions:
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// Truncate floating point numbers to specified number of decimal places
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// in order to move all the floating point error to one side of the correct value
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static inline f32 truncate(const f32 val, const f32 factor)
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inline f32 truncate(const f32 val, const f32 factor)
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{
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	return truncf(val * factor) / factor;
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}
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static inline v3f truncate(const v3f& vec, const f32 factor)
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inline v3f truncate(const v3f vec, const f32 factor)
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{
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	return v3f(
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		truncate(vec.X, factor),
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@@ -83,6 +85,8 @@ static inline v3f truncate(const v3f& vec, const f32 factor)
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	);
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}
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}
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// Helper function:
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// Checks for collision of a moving aabbox with a static aabbox
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// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
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@@ -270,11 +274,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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	/*
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		Collect node boxes in movement range
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	*/
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	std::vector<NearbyCollisionInfo> cinfo;
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	{
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	//TimeTaker tt2("collisionMoveSimple collect boxes");
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	ScopeProfiler sp2(g_profiler, PROFILER_NAME("collision collect boxes"), SPT_AVG, PRECISION_MICRO);
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	// cached allocation
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	thread_local std::vector<NearbyCollisionInfo> cinfo;
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	cinfo.clear();
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	{
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	v3f minpos_f(
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		MYMIN(pos_f->X, newpos_f.X),
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		MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
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@@ -288,8 +293,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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	v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
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	v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
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	const auto *nodedef = gamedef->getNodeDefManager();
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	bool any_position_valid = false;
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	thread_local std::vector<aabb3f> nodeboxes;
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	v3s16 p;
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	for (p.Z = min.Z; p.Z <= max.Z; p.Z++)
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	for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
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@@ -301,7 +309,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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			// Object collides into walkable nodes
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			any_position_valid = true;
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			const NodeDefManager *nodedef = gamedef->getNodeDefManager();
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			const ContentFeatures &f = nodedef->get(n);
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			if (!f.walkable)
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@@ -310,36 +317,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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			// Negative bouncy may have a meaning, but we need +value here.
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			int n_bouncy_value = abs(itemgroup_get(f.groups, "bouncy"));
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			int neighbors = 0;
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			if (f.drawtype == NDT_NODEBOX &&
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				f.node_box.type == NODEBOX_CONNECTED) {
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				v3s16 p2 = p;
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			u8 neighbors = n.getNeighbors(p, map);
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				p2.Y++;
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				getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
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				p2 = p;
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				p2.Y--;
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				getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
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				p2 = p;
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				p2.Z--;
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				getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
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				p2 = p;
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				p2.X--;
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				getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
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				p2 = p;
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				p2.Z++;
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				getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
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				p2 = p;
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				p2.X++;
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				getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
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			}
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			std::vector<aabb3f> nodeboxes;
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			n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
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			nodeboxes.clear();
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			n.getCollisionBoxes(nodedef, &nodeboxes, neighbors);
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			// Calculate float position only once
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			v3f posf = intToFloat(p, BS);
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@@ -365,19 +346,28 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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		return result;
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	}
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	} // tt2
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	}
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	if(collideWithObjects)
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	{
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		/* add object boxes to cinfo */
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	/*
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		Collect object boxes in movement range
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	*/
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	auto process_object = [] (ActiveObject *object) {
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		if (object && object->collideWithObjects()) {
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			aabb3f box;
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			if (object->getCollisionBox(&box))
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				cinfo.emplace_back(object, 0, box);
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		}
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	};
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	if (collideWithObjects) {
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		// Calculate distance by speed, add own extent and 1.5m of tolerance
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		const f32 distance = speed_f->getLength() * dtime +
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			box_0.getExtent().getLength() + 1.5f * BS;
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		std::vector<ActiveObject*> objects;
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#ifndef SERVER
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		ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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		if (c_env != 0) {
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			// Calculate distance by speed, add own extent and 1.5m of tolerance
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			f32 distance = speed_f->getLength() * dtime +
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				box_0.getExtent().getLength() + 1.5f * BS;
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		if (c_env) {
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			std::vector<DistanceSortedActiveObject> clientobjects;
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			c_env->getActiveObjects(*pos_f, distance, clientobjects);
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@@ -385,58 +375,40 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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				// Do collide with everything but itself and the parent CAO
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				if (!self || (self != clientobject.obj &&
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						self != clientobject.obj->getParent())) {
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					objects.push_back((ActiveObject*) clientobject.obj);
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					process_object(clientobject.obj);
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				}
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			}
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		}
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		else
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#endif
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		{
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			if (s_env != NULL) {
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				// Calculate distance by speed, add own extent and 1.5m of tolerance
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				f32 distance = speed_f->getLength() * dtime +
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					box_0.getExtent().getLength() + 1.5f * BS;
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				// search for objects which are not us, or we are not its parent
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				// we directly use the callback to populate the result to prevent
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				// a useless result loop here
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				auto include_obj_cb = [self, &objects] (ServerActiveObject *obj) {
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					if (!obj->isGone() &&
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						(!self || (self != obj && self != obj->getParent()))) {
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						objects.push_back((ActiveObject *)obj);
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					}
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					return false;
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				};
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				std::vector<ServerActiveObject *> s_objects;
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				s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
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			}
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		}
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		for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
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				iter != objects.end(); ++iter) {
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			ActiveObject *object = *iter;
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			if (object && object->collideWithObjects()) {
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				aabb3f object_collisionbox;
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				if (object->getCollisionBox(&object_collisionbox))
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					cinfo.emplace_back(object, 0, object_collisionbox);
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			}
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		}
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#ifndef SERVER
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		if (self && c_env) {
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			// add collision with local player
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			LocalPlayer *lplayer = c_env->getLocalPlayer();
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			if (lplayer->getParent() == nullptr) {
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				aabb3f lplayer_collisionbox = lplayer->getCollisionbox();
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				v3f lplayer_pos = lplayer->getPosition();
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				lplayer_collisionbox.MinEdge += lplayer_pos;
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				lplayer_collisionbox.MaxEdge += lplayer_pos;
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				ActiveObject *obj = (ActiveObject*) lplayer->getCAO();
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				auto *obj = (ActiveObject*) lplayer->getCAO();
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				cinfo.emplace_back(obj, 0, lplayer_collisionbox);
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			}
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		}
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		else
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#endif
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	} //tt3
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		if (s_env) {
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			// search for objects which are not us, or we are not its parent.
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			// we directly process the object in this callback to avoid useless
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			// looping afterwards.
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			auto include_obj_cb = [self, &process_object] (ServerActiveObject *obj) {
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				if (!obj->isGone() &&
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					(!self || (self != obj && self != obj->getParent()))) {
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					process_object(obj);
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				}
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				return false;
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			};
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			// nothing is put into this vector
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			std::vector<ServerActiveObject*> s_objects;
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			s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
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		}
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	}
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	/*
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		Collision detection
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@@ -572,7 +544,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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			if (is_collision) {
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				info.axis = nearest_collided;
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				result.collisions.push_back(info);
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				result.collisions.push_back(std::move(info));
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			}
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		}
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	}
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