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Trivially optimize iteration order in loops
Due to how node data is stored iterating X last provides better cache locality.
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@@ -291,9 +291,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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bool any_position_valid = false;
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v3s16 p;
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for (p.X = min.X; p.X <= max.X; p.X++)
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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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for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
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for (p.X = min.X; p.X <= max.X; p.X++) {
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bool is_position_valid;
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MapNode n = map->getNode(p, &is_position_valid);
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