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	Little collision.cpp cleanups
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		@@ -235,7 +235,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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	std::vector<v3s16> node_positions;
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	{
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	//TimeTaker tt2("collisionMoveSimple collect boxes");
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    ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
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	ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
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	v3s16 oldpos_i = floatToInt(*pos_f, BS);
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	v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
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@@ -383,13 +383,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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	while(dtime > BS * 1e-10) {
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		//TimeTaker tt3("collisionMoveSimple dtime loop");
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        ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
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        	ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
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		// Avoid infinite loop
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		loopcount++;
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		if (loopcount >= 100) {
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			warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
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			dtime = 0;
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			break;
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		}
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@@ -399,7 +398,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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		int nearest_collided = -1;
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		f32 nearest_dtime = dtime;
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		u32 nearest_boxindex = -1;
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		int nearest_boxindex = -1;
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		/*
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			Go through every nodebox, find nearest collision
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