Remove AUTO_VAR macro and _toString function (#592)
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@@ -753,9 +753,6 @@ void Entity::move(double xa, double ya, double za, bool noEntityCubes) // 4J -
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AABBList *aABBs = level->getCubes(shared_from_this(), bb->expand(xa, ya, za), noEntityCubes, true);
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// LAND FIRST, then x and z
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AUTO_VAR(itEndAABB, aABBs->end());
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// 4J Stu - Particles (and possibly other entities) don't have xChunk and zChunk set, so calculate the chunk instead
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int xc = Mth::floor(x / 16);
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int zc = Mth::floor(z / 16);
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@@ -763,8 +760,8 @@ void Entity::move(double xa, double ya, double za, bool noEntityCubes) // 4J -
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{
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// 4J Stu - It's horrible that the client is doing any movement at all! But if we don't have the chunk
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// data then all the collision info will be incorrect as well
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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ya = (*it)->clipYCollide(bb, ya);
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for ( auto& it : *aABBs )
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ya = it->clipYCollide(bb, ya);
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bb->move(0, ya, 0);
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}
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@@ -775,9 +772,8 @@ void Entity::move(double xa, double ya, double za, bool noEntityCubes) // 4J -
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bool og = onGround || (yaOrg != ya && yaOrg < 0);
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itEndAABB = aABBs->end();
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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xa = (*it)->clipXCollide(bb, xa);
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for ( auto& it : *aABBs )
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xa = it->clipXCollide(bb, xa);
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bb->move(xa, 0, 0);
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@@ -786,9 +782,8 @@ void Entity::move(double xa, double ya, double za, bool noEntityCubes) // 4J -
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xa = ya = za = 0;
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}
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itEndAABB = aABBs->end();
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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za = (*it)->clipZCollide(bb, za);
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for ( auto& it : *aABBs )
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za = it->clipZCollide(bb, za);
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bb->move(0, 0, za);
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if (!slide && zaOrg != za)
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@@ -812,15 +807,12 @@ void Entity::move(double xa, double ya, double za, bool noEntityCubes) // 4J -
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// so we'd better include cubes under our feet in this list of things we might possibly collide with
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aABBs = level->getCubes(shared_from_this(), bb->expand(xa, ya, za)->expand(0,-ya,0),false,true);
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// LAND FIRST, then x and z
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itEndAABB = aABBs->end();
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if(!level->isClientSide || level->reallyHasChunk(xc, zc))
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{
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// 4J Stu - It's horrible that the client is doing any movement at all! But if we don't have the chunk
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// data then all the collision info will be incorrect as well
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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ya = (*it)->clipYCollide(bb, ya);
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for ( auto& it : *aABBs )
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ya = it->clipYCollide(bb, ya);
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bb->move(0, ya, 0);
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}
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@@ -830,9 +822,8 @@ void Entity::move(double xa, double ya, double za, bool noEntityCubes) // 4J -
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}
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itEndAABB = aABBs->end();
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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xa = (*it)->clipXCollide(bb, xa);
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for ( auto& it : *aABBs )
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xa = it->clipXCollide(bb, xa);
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bb->move(xa, 0, 0);
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if (!slide && xaOrg != xa)
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@@ -840,9 +831,8 @@ void Entity::move(double xa, double ya, double za, bool noEntityCubes) // 4J -
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xa = ya = za = 0;
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}
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itEndAABB = aABBs->end();
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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za = (*it)->clipZCollide(bb, za);
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for ( auto& it : *aABBs )
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za = it->clipZCollide(bb, za);
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bb->move(0, 0, za);
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if (!slide && zaOrg != za)
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@@ -859,9 +849,8 @@ void Entity::move(double xa, double ya, double za, bool noEntityCubes) // 4J -
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{
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ya = -footSize;
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// LAND FIRST, then x and z
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itEndAABB = aABBs->end();
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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ya = (*it)->clipYCollide(bb, ya);
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for ( auto& it : *aABBs )
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ya = it->clipYCollide(bb, ya);
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bb->move(0, ya, 0);
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}
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@@ -1667,14 +1656,12 @@ void Entity::lerpTo(double x, double y, double z, float yRot, float xRot, int st
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if( GetType() != eTYPE_ARROW )
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{
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AABBList *collisions = level->getCubes(shared_from_this(), bb->shrink(1 / 32.0, 0, 1 / 32.0));
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if (!collisions->empty())
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if ( collisions && !collisions->empty())
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{
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double yTop = 0;
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AUTO_VAR(itEnd, collisions->end());
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for (AUTO_VAR(it, collisions->begin()); it != itEnd; it++)
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for ( const AABB *ab : *collisions )
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{
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AABB *ab = *it; //collisions->at(i);
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if (ab->y1 > yTop) yTop = ab->y1;
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if ( ab && ab->y1 > yTop) yTop = ab->y1;
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}
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y += yTop - bb->y0;
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@@ -1942,7 +1929,7 @@ wstring Entity::getAName()
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#ifdef _DEBUG
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wstring id = EntityIO::getEncodeId(shared_from_this());
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if (id.empty()) id = L"generic";
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return L"entity." + id + _toString(entityId);
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return L"entity." + id + std::to_wstring(entityId);
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#else
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return L"";
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#endif
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