diff --git a/src/AcDream.Core/Physics/TransitionTypes.cs b/src/AcDream.Core/Physics/TransitionTypes.cs index ad6d9e7..bfd62fa 100644 --- a/src/AcDream.Core/Physics/TransitionTypes.cs +++ b/src/AcDream.Core/Physics/TransitionTypes.cs @@ -611,7 +611,6 @@ public sealed class Transition // Reused per-call to avoid per-step allocation; safe because Transition // is single-threaded per movement resolve. private readonly List _nearbyObjs = new(); - private int _debugMissCounter; /// /// Query the ShadowObjectRegistry for nearby static objects and run @@ -647,8 +646,6 @@ public sealed class Transition worldOffsetX, worldOffsetY, landblockId, _nearbyObjs); - if (_debugMissCounter % 600 == 0) - Console.WriteLine($"QUERY: pos={currPos} lb=0x{landblockId:X8} off=({worldOffsetX:F0},{worldOffsetY:F0}) qr={queryRadius:F1} found={_nearbyObjs.Count} totalReg={engine.ShadowObjects.TotalRegistered}"); // Find the EARLIEST collision along the movement path. float bestT = float.MaxValue; @@ -761,15 +758,6 @@ public sealed class Transition if (bestT >= float.MaxValue) { - if (_debugMissCounter++ % 120 == 0 && _nearbyObjs.Count > 0) - { - foreach (var obj in _nearbyObjs) - { - float d = Vector3.Distance(checkPos, obj.Position); - float hd = MathF.Sqrt((checkPos.X-obj.Position.X)*(checkPos.X-obj.Position.X)+(checkPos.Y-obj.Position.Y)*(checkPos.Y-obj.Position.Y)); - Console.WriteLine($"MISS: eid={obj.EntityId:X8} gfx={obj.GfxObjId:X8} type={obj.CollisionType} dist={d:F2} hdist={hd:F2} r={obj.Radius:F2} cylH={obj.CylHeight:F1} playerZ={checkPos.Z:F1} objZ={obj.Position.Z:F1} player=({checkPos.X:F1},{checkPos.Y:F1}) obj=({obj.Position.X:F1},{obj.Position.Y:F1})"); - } - } return TransitionState.OK; }