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authorParamat <paramat@users.noreply.github.com>2018-07-19 03:58:48 +0100
committerGitHub <noreply@github.com>2018-07-19 03:58:48 +0100
commit4b36a39d37aa7abfdc531dbc1afbac16952a8fdd (patch)
tree84c138f3073c1020e593cacdf618db340d9b9978 /games/minimal/mods/default/textures/default_steel_block.png
parentbc9bb63aed82fb98eeab641eb8515c4cc1779230 (diff)
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CSM: Disallow exploitable clientside mod functions by default (#7547)
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="hl num">32768,-32768); // COLLISION_NODE v3f old_speed; v3f new_speed; }; struct collisionMoveResult { collisionMoveResult() = default; bool touching_ground = false; bool collides = false; bool standing_on_object = false; std::vector<CollisionInfo> collisions; }; // Moves using a single iteration; speed should not exceed pos_max_d/dtime collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef, f32 pos_max_d, const aabb3f &box_0, f32 stepheight, f32 dtime, v3f *pos_f, v3f *speed_f, v3f accel_f, ActiveObject *self=NULL, bool collideWithObjects=true); // Helper function: // Checks for collision of a moving aabbox with a static aabbox // Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision // dtime receives time until first collision, invalid if -1 is returned int axisAlignedCollision( const aabb3f &staticbox, const aabb3f &movingbox, const v3f &speed, f32 d, f32 *dtime); // Helper function: // Checks if moving the movingbox up by the given distance would hit a ceiling. bool wouldCollideWithCeiling( const std::vector<aabb3f> &staticboxes, const aabb3f &movingbox, f32 y_increase, f32 d);