collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
f32 pos_max_d, const aabb3f &box_0,
f32 stepheight, f32 dtime,
- v3f &pos_f, v3f &speed_f,
- v3f &accel_f,ActiveObject* self=0,
+ v3f *pos_f, v3f *speed_f,
+ v3f accel_f, ActiveObject *self=NULL,
bool collideWithObjects=true);
// Helper function:
// dtime receives time until first collision, invalid if -1 is returned
int axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
- const v3f &speed, f32 d, f32 &dtime);
+ const v3f &speed, f32 d, f32 *dtime);
// Helper function:
// Checks if moving the movingbox up by the given distance would hit a ceiling.