Changed everyting to Unix line endings.
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@@ -1,158 +1,158 @@
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// DelayedFluidSimulator.cpp
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// Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay
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// before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot.
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#include "Globals.h"
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#include "DelayedFluidSimulator.h"
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#include "../World.h"
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#include "../Chunk.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulatorChunkData::cSlot
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bool cDelayedFluidSimulatorChunkData::cSlot::Add(int a_RelX, int a_RelY, int a_RelZ)
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{
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ASSERT(a_RelZ >= 0);
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ASSERT(a_RelZ < ARRAYCOUNT(m_Blocks));
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cCoordWithIntVector & Blocks = m_Blocks[a_RelZ];
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int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ);
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for (cCoordWithIntVector::const_iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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{
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if (itr->Data == Index)
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{
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// Already present
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return false;
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}
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} // for itr - Blocks[]
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Blocks.push_back(cCoordWithInt(a_RelX, a_RelY, a_RelZ, Index));
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulatorChunkData:
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cDelayedFluidSimulatorChunkData::cDelayedFluidSimulatorChunkData(int a_TickDelay) :
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m_Slots(new cSlot[a_TickDelay])
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{
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}
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cDelayedFluidSimulatorChunkData::~cDelayedFluidSimulatorChunkData()
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{
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delete[] m_Slots;
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m_Slots = NULL;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulator:
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cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
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super(a_World, a_Fluid, a_StationaryFluid),
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m_TickDelay(a_TickDelay),
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m_AddSlotNum(a_TickDelay - 1),
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m_SimSlotNum(0),
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m_TotalBlocks(0)
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{
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}
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void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
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{
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// Not inside the world (may happen when rclk with a full bucket - the client sends Y = -1)
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return;
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}
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if ((a_Chunk == NULL) || !a_Chunk->IsValid())
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{
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return;
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}
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int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
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if (BlockType != m_FluidBlock)
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{
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return;
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}
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void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
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cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
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cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_AddSlotNum];
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// Add, if not already present:
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if (!Slot.Add(RelX, a_BlockY, RelZ))
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{
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return;
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}
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++m_TotalBlocks;
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}
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void cDelayedFluidSimulator::Simulate(float a_Dt)
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{
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m_AddSlotNum = m_SimSlotNum;
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m_SimSlotNum += 1;
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if (m_SimSlotNum >= m_TickDelay)
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{
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m_SimSlotNum = 0;
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}
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}
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void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
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{
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void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
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cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
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cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_SimSlotNum];
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// Simulate all the blocks in the scheduled slot:
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for (int i = 0; i < ARRAYCOUNT(Slot.m_Blocks); i++)
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{
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cCoordWithIntVector & Blocks = Slot.m_Blocks[i];
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if (Blocks.empty())
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{
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continue;
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}
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for (cCoordWithIntVector::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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{
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SimulateBlock(a_Chunk, itr->x, itr->y, itr->z);
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}
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m_TotalBlocks -= Blocks.size();
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Blocks.clear();
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}
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}
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// DelayedFluidSimulator.cpp
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// Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay
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// before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot.
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#include "Globals.h"
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#include "DelayedFluidSimulator.h"
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#include "../World.h"
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#include "../Chunk.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulatorChunkData::cSlot
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bool cDelayedFluidSimulatorChunkData::cSlot::Add(int a_RelX, int a_RelY, int a_RelZ)
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{
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ASSERT(a_RelZ >= 0);
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ASSERT(a_RelZ < ARRAYCOUNT(m_Blocks));
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cCoordWithIntVector & Blocks = m_Blocks[a_RelZ];
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int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ);
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for (cCoordWithIntVector::const_iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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{
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if (itr->Data == Index)
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{
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// Already present
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return false;
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}
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} // for itr - Blocks[]
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Blocks.push_back(cCoordWithInt(a_RelX, a_RelY, a_RelZ, Index));
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulatorChunkData:
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cDelayedFluidSimulatorChunkData::cDelayedFluidSimulatorChunkData(int a_TickDelay) :
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m_Slots(new cSlot[a_TickDelay])
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{
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}
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cDelayedFluidSimulatorChunkData::~cDelayedFluidSimulatorChunkData()
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{
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delete[] m_Slots;
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m_Slots = NULL;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulator:
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cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
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super(a_World, a_Fluid, a_StationaryFluid),
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m_TickDelay(a_TickDelay),
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m_AddSlotNum(a_TickDelay - 1),
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m_SimSlotNum(0),
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m_TotalBlocks(0)
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{
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}
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void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
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{
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// Not inside the world (may happen when rclk with a full bucket - the client sends Y = -1)
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return;
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}
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if ((a_Chunk == NULL) || !a_Chunk->IsValid())
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{
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return;
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}
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int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
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if (BlockType != m_FluidBlock)
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{
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return;
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}
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void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
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cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
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cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_AddSlotNum];
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// Add, if not already present:
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if (!Slot.Add(RelX, a_BlockY, RelZ))
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{
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return;
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}
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++m_TotalBlocks;
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}
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void cDelayedFluidSimulator::Simulate(float a_Dt)
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{
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m_AddSlotNum = m_SimSlotNum;
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m_SimSlotNum += 1;
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if (m_SimSlotNum >= m_TickDelay)
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{
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m_SimSlotNum = 0;
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}
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}
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void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
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{
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void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
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cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
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cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_SimSlotNum];
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// Simulate all the blocks in the scheduled slot:
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for (int i = 0; i < ARRAYCOUNT(Slot.m_Blocks); i++)
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{
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cCoordWithIntVector & Blocks = Slot.m_Blocks[i];
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if (Blocks.empty())
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{
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continue;
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}
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for (cCoordWithIntVector::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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{
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SimulateBlock(a_Chunk, itr->x, itr->y, itr->z);
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}
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m_TotalBlocks -= Blocks.size();
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Blocks.clear();
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}
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}
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