Rewritten block entity loading.
Block entities are now loaded based on the blocktype at the coords they specify; before loading, their type ("id" NBT tag) is checked.
The chunk now expects that all block entities given to it via cChunk::SetAllData() have their valid blocktype; asserts if they don't.
Fixes #1354.
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@@ -296,6 +296,16 @@ void cChunk::SetAllData(cSetChunkData & a_SetChunkData)
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}
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m_BlockEntities.clear();
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std::swap(a_SetChunkData.GetBlockEntities(), m_BlockEntities);
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// Check that all block entities have a valid blocktype at their respective coords (DEBUG-mode only):
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#ifdef _DEBUG
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for (cBlockEntityList::iterator itr = m_BlockEntities.begin(); itr != m_BlockEntities.end(); ++itr)
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{
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BLOCKTYPE EntityBlockType = (*itr)->GetBlockType();
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BLOCKTYPE WorldBlockType = GetBlock((*itr)->GetRelX(), (*itr)->GetPosY(), (*itr)->GetRelZ());
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ASSERT(EntityBlockType == WorldBlockType);
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} // for itr - m_BlockEntities
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#endif // _DEBUG
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// Set all block entities' World variable:
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for (cBlockEntityList::iterator itr = m_BlockEntities.begin(); itr != m_BlockEntities.end(); ++itr)
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