diff --git a/src/body.rs b/src/body.rs index 5d02a11..7c79ea5 100644 --- a/src/body.rs +++ b/src/body.rs @@ -236,31 +236,31 @@ impl crate::instruction::InstructionEmitter for PhysicsState //this little next instruction function can cache its return value and invalidate the cached value by watching the State. fn next_instruction(&self) -> Option> { //JUST POLLING!!! NO MUTATION - let mut best = crate::instruction::InstructionCollector::new(); + let mut collector = crate::instruction::InstructionCollector::new(); //autohop (already pressing spacebar; the signal to begin trying to jump is different) if self.grounded&&self.jump_trying { //scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true - best.collect(Some(TimedInstruction{ + collector.collect(Some(TimedInstruction{ time:self.time, instruction:PhysicsInstruction::Jump })); } //check for collision stop instructions with curent contacts for collision_data in self.contacts.iter() { - best.collect(self.predict_collision_end(self.models_cringe_clone.get(collision_data.model as usize).unwrap())); + collector.collect(self.predict_collision_end(self.models_cringe_clone.get(collision_data.model as usize).unwrap())); } //check for collision start instructions (against every part in the game with no optimization!!) for model in &self.models_cringe_clone { - best.collect(self.predict_collision_start(model)); + collector.collect(self.predict_collision_start(model)); } if self.grounded { //walk maintenance - best.collect(self.next_walk_instruction()); + collector.collect(self.next_walk_instruction()); }else{ //check to see when the next strafe tick is - best.collect(self.next_strafe_instruction()); + collector.collect(self.next_strafe_instruction()); } - best.instruction() + collector.instruction() } }