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authorPerttu Ahola <celeron55@gmail.com>2011-11-14 21:41:30 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-11-29 19:13:42 +0200
commitc6fd2986d4261cf742d3bc21e8c12be59ab89f95 (patch)
treeef6ce8210f7f017bce42a024b75a44e73b5ab139 /src/collision.cpp
parentabceeee92f99b84ebb79968269835a4f509bfb90 (diff)
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GameDef compiles
Diffstat (limited to 'src/collision.cpp')
-rw-r--r--src/collision.cpp17
1 files changed, 9 insertions, 8 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index 2380b1627..674cf4ed4 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -20,10 +20,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "collision.h"
#include "mapblock.h"
#include "map.h"
-#include "mapnode_contentfeatures.h"
+#include "nodedef.h"
+#include "gamedef.h"
-collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
- const core::aabbox3d<f32> &box_0,
+collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
+ f32 pos_max_d, const core::aabbox3d<f32> &box_0,
f32 dtime, v3f &pos_f, v3f &speed_f)
{
collisionMoveResult result;
@@ -80,7 +81,7 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
try{
// Object collides into walkable nodes
MapNode n = map->getNode(v3s16(x,y,z));
- if(content_features(n).walkable == false)
+ if(gamedef->getNodeDefManager()->get(n).walkable == false)
continue;
}
catch(InvalidPositionException &e)
@@ -184,8 +185,8 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
return result;
}
-collisionMoveResult collisionMovePrecise(Map *map, f32 pos_max_d,
- const core::aabbox3d<f32> &box_0,
+collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
+ f32 pos_max_d, const core::aabbox3d<f32> &box_0,
f32 dtime, v3f &pos_f, v3f &speed_f)
{
collisionMoveResult final_result;
@@ -226,8 +227,8 @@ collisionMoveResult collisionMovePrecise(Map *map, f32 pos_max_d,
dtime_downcount = 0;
}
- collisionMoveResult result = collisionMoveSimple(map, pos_max_d,
- box_0, dtime_part, pos_f, speed_f);
+ collisionMoveResult result = collisionMoveSimple(map, gamedef,
+ pos_max_d, box_0, dtime_part, pos_f, speed_f);
if(result.touching_ground)
final_result.touching_ground = true;