Clean up GenerateChunk/TouchChunk
- Remove TouchChunk - Remove unused bool return value in GenerateChunk - Remove ShouldGenerateIfLoadFailed
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+2
-9
@@ -317,9 +317,6 @@ public:
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Returns false if there's no sign at those coords, true if found. */
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bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // Lua-accessible
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/** Touches the chunk, causing it to be loaded or generated */
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void TouchChunk(int a_ChunkX, int a_ChunkZ);
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/** Queues the chunk for preparing - making sure that it's generated and lit.
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The specified chunk is queued to be loaded or generated, and lit if needed.
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The specified callback is called after the chunk has been prepared. If there's no preparation to do, only the callback is called.
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@@ -327,12 +324,8 @@ public:
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void PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallAfter = {}); // Lua-accessible
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/** Queues the chunk for generating.
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First attempts to load the chunk from the storage. If that fails, queues the chunk for generating.
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The specified callback is called after the chunk has been loaded / generated.
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It is legal to call without the callback.
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Returns true if successful, false if not (possibly an out-of-memory error).
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If the return value is true, the callback was / will be called. */
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bool GenerateChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallAfter = nullptr); // Lua-accessible
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First attempts to load the chunk from the storage. If that fails, queues the chunk for generating. */
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void GenerateChunk(int a_ChunkX, int a_ChunkZ); // Lua-accessible
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/** Marks the chunk as failed-to-load */
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void ChunkLoadFailed(int a_ChunkX, int a_ChunkZ);
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