Clean up GenerateChunk/TouchChunk
- Remove TouchChunk - Remove unused bool return value in GenerateChunk - Remove ShouldGenerateIfLoadFailed
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@@ -59,7 +59,6 @@ cChunk::cChunk(
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cAllocationPool<cChunkData::sChunkSection> & a_Pool
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):
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m_Presence(cpInvalid),
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m_ShouldGenerateIfLoadFailed(false),
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m_IsLightValid(false),
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m_IsDirty(false),
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m_IsSaving(false),
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@@ -163,15 +162,6 @@ void cChunk::SetPresence(cChunk::ePresence a_Presence)
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void cChunk::SetShouldGenerateIfLoadFailed(bool a_ShouldGenerateIfLoadFailed)
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{
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m_ShouldGenerateIfLoadFailed = a_ShouldGenerateIfLoadFailed;
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}
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void cChunk::MarkRegenerating(void)
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{
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// Set as queued again:
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@@ -267,15 +257,8 @@ void cChunk::MarkLoadFailed(void)
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{
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ASSERT(m_Presence == cpQueued);
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// If the chunk is marked as needed, generate it:
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if (m_ShouldGenerateIfLoadFailed)
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{
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m_World->GetGenerator().QueueGenerateChunk({m_PosX, m_PosZ}, false);
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}
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else
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{
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m_Presence = cpInvalid;
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}
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// The chunk is always needed, generate it:
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m_World->GetGenerator().QueueGenerateChunk({m_PosX, m_PosZ}, false);
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}
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