diff --git a/src/collision.cpp b/src/collision.cpp index a2d17d51..4680e0a5 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -235,7 +235,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, std::vector node_positions; { //TimeTaker tt2("collisionMoveSimple collect boxes"); - ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG); + ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG); v3s16 oldpos_i = floatToInt(*pos_f, BS); v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS); @@ -383,13 +383,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, while(dtime > BS * 1e-10) { //TimeTaker tt3("collisionMoveSimple dtime loop"); - ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG); + ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG); // Avoid infinite loop loopcount++; if (loopcount >= 100) { warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl; - dtime = 0; break; } @@ -399,7 +398,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, int nearest_collided = -1; f32 nearest_dtime = dtime; - u32 nearest_boxindex = -1; + int nearest_boxindex = -1; /* Go through every nodebox, find nearest collision