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Custom boxy nodes (stairs, slabs) and collision changes
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@ -881,22 +881,24 @@ public:
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box.MinEdge *= BS;
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box.MaxEdge *= BS;
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collisionMoveResult moveresult;
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f32 pos_max_d = BS*0.25; // Distance per iteration
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f32 pos_max_d = BS*0.125; // Distance per iteration
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f32 stepheight = 0;
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v3f p_pos = m_position;
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v3f p_velocity = m_velocity;
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v3f p_acceleration = m_acceleration;
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IGameDef *gamedef = env->getGameDef();
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moveresult = collisionMovePrecise(&env->getMap(), gamedef,
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pos_max_d, box, dtime, p_pos, p_velocity);
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moveresult = collisionMoveSimple(&env->getMap(), gamedef,
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pos_max_d, box, stepheight, dtime,
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p_pos, p_velocity, p_acceleration);
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// Apply results
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m_position = p_pos;
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m_velocity = p_velocity;
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m_acceleration = p_acceleration;
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bool is_end_position = moveresult.collides;
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pos_translator.update(m_position, is_end_position, dtime);
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pos_translator.translate(dtime);
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updateNodePos();
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m_velocity += dtime * m_acceleration;
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} else {
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m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
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m_velocity += dtime * m_acceleration;
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