C++11 patchset 9: move hardcoded init parameters to class definitions (part 1) (...
[oweals/minetest.git] / src / collision.cpp
index c0891c15280bcd07780d8c4df811fc1d18a193a0..61972b2e84dbf8aeaffb0fa9e9d2943e6297eb0f 100644 (file)
@@ -39,7 +39,6 @@ struct NearbyCollisionInfo {
        NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
                        const v3s16 &pos, const aabb3f &box) :
                is_unloaded(is_ul),
-               is_step_up(false),
                is_object(is_obj),
                bouncy(bouncy),
                position(pos),
@@ -47,7 +46,7 @@ struct NearbyCollisionInfo {
        {}
 
        bool is_unloaded;
-       bool is_step_up;
+       bool is_step_up = false;
        bool is_object;
        int bouncy;
        v3s16 position;
@@ -469,7 +468,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                                        d));
 
                        // Get bounce multiplier
-                       bool bouncy = (nearest_info.bouncy >= 1);
                        float bounce = -(float)nearest_info.bouncy / 100.0;
 
                        // Move to the point of collision and reduce dtime by nearest_dtime
@@ -499,7 +497,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                info.type = COLLISION_NODE;
 
                        info.node_p = nearest_info.position;
-                       info.bouncy = bouncy;
                        info.old_speed = *speed_f;
 
                        // Set the speed component that caused the collision to zero
@@ -513,7 +510,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                else
                                        speed_f->X = 0;
                                result.collides = true;
-                               result.collides_xz = true;
                        } else if (nearest_collided == 1) { // Y
                                if(fabs(speed_f->Y) > BS * 3)
                                        speed_f->Y *= bounce;
@@ -526,7 +522,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                else
                                        speed_f->Z = 0;
                                result.collides = true;
-                               result.collides_xz = true;
                        }
 
                        info.new_speed = *speed_f;
@@ -572,8 +567,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
                                if (box_info.is_object)
                                        result.standing_on_object = true;
-                               if (box_info.is_unloaded)
-                                       result.standing_on_unloaded = true;
                        }
                }
        }