for(std::vector<aabb3f>::const_iterator
i = staticboxes.begin();
- i != staticboxes.end(); i++)
+ i != staticboxes.end(); ++i)
{
const aabb3f& staticbox = *i;
if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef());
for(std::vector<aabb3f>::iterator
i = nodeboxes.begin();
- i != nodeboxes.end(); i++)
+ i != nodeboxes.end(); ++i)
{
aabb3f box = *i;
box.MinEdge += v3f(x, y, z)*BS;
f32 distance = speed_f.getLength();
std::vector<u16> s_objects;
s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5);
- for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++) {
+ for (std::vector<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);