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-rw-r--r--src/collision.cpp24
1 files changed, 9 insertions, 15 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index 9e0c85531..b1b1e23bd 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -300,16 +300,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
/* add object boxes to cboxes */
- std::list<ActiveObject*> objects;
+ std::vector<ActiveObject*> objects;
#ifndef SERVER
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
- if (c_env != 0)
- {
+ if (c_env != 0) {
f32 distance = speed_f.getLength();
std::vector<DistanceSortedActiveObject> clientobjects;
c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
- for (size_t i=0; i < clientobjects.size(); i++)
- {
+ for (size_t i=0; i < clientobjects.size(); i++) {
if ((self == 0) || (self != clientobjects[i].obj)) {
objects.push_back((ActiveObject*)clientobjects[i].obj);
}
@@ -319,12 +317,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
#endif
{
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
- if (s_env != 0)
- {
+ if (s_env != 0) {
f32 distance = speed_f.getLength();
std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5);
- for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++)
- {
+ for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++) {
ServerActiveObject *current = s_env->getActiveObject(*iter);
if ((self == 0) || (self != current)) {
objects.push_back((ActiveObject*)current);
@@ -333,16 +329,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
}
}
- for (std::list<ActiveObject*>::const_iterator iter = objects.begin();iter != objects.end(); ++iter)
- {
+ for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
+ iter != objects.end(); ++iter) {
ActiveObject *object = *iter;
- if (object != NULL)
- {
+ if (object != NULL) {
aabb3f object_collisionbox;
if (object->getCollisionBox(&object_collisionbox) &&
- object->collideWithObjects())
- {
+ object->collideWithObjects()) {
cboxes.push_back(object_collisionbox);
is_unloaded.push_back(false);
is_step_up.push_back(false);