next.pos.block += delta.position * dt;
next.velocity += delta.velocity * dt;
limit(next.velocity, max_vel);
- world.ResolveWorldCollision(*this, next);
next.AdjustPosition();
EntityDerivative out;
ExactLocation::Coarse end(reference + 2);
bool any = false;
- for (ExactLocation::Coarse pos(begin); pos.z < end.y; ++pos.z) {
+ for (ExactLocation::Coarse pos(begin); pos.z < end.z; ++pos.z) {
for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
Chunk *chunk = chunks.Get(pos);