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Limit speed in collisionMoveResult for avoiding hangs
author
Esteban I. Ruiz Moreno
<exio4.com@gmail.com>
Tue, 2 Apr 2013 23:24:45 +0000
(20:24 -0300)
committer
PilzAdam
<pilzadam@minetest.net>
Wed, 3 Apr 2013 21:29:51 +0000
(23:29 +0200)
src/collision.cpp
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diff --git
a/src/collision.cpp
b/src/collision.cpp
index 806a3b7203278cdd43a821c869e8a5848672e622..cd170196f4ef17e5b10666b0b3cbe9af79c28a6f 100644
(file)
--- a/
src/collision.cpp
+++ b/
src/collision.cpp
@@
-209,10
+209,15
@@
collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
}
speed_f += accel_f * dtime;
- // If there is no speed, there are no collisions
+
// If there is no speed, there are no collisions
if(speed_f.getLength() == 0)
return result;
+ // Limit speed for avoiding hangs
+ speed_f.Y=rangelim(speed_f.Y,-5000,5000);
+ speed_f.X=rangelim(speed_f.X,-5000,5000);
+ speed_f.Z=rangelim(speed_f.Z,-5000,5000);
+
/*
Collect node boxes in movement range
*/