Basic style fixes.
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@@ -56,7 +56,7 @@ thus making skylight visible in Minutor's Lighting mode
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*/
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// #define DEBUG_SKYLIGHT
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/** Maximum number of MCA files that are cached in memory.
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/** Maximum number of MCA files that are cached in memory.
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Since only the header is actually in the memory, this number can be high, but still, each file means an OS FS handle.
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*/
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#define MAX_MCA_FILES 32
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@@ -393,7 +393,7 @@ bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, const cParsedNBT
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m_World->SetChunkData(
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a_Chunk.m_ChunkX, a_Chunk.m_ChunkZ,
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BlockTypes, MetaData,
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BlockTypes, MetaData,
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IsLightValid ? BlockLight : NULL,
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IsLightValid ? SkyLight : NULL,
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NULL, Biomes,
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@@ -449,7 +449,7 @@ bool cWSSAnvil::SaveChunkToNBT(const cChunkCoords & a_Chunk, cFastNBTWriter & a_
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const char * BlockLight = (const char *)(Serializer.m_BlockSkyLight);
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#else
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const char * BlockLight = (const char *)(Serializer.m_BlockLight);
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#endif
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#endif
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const char * BlockSkyLight = (const char *)(Serializer.m_BlockSkyLight);
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for (int Y = 0; Y < 16; Y++)
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{
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@@ -463,7 +463,7 @@ bool cWSSAnvil::SaveChunkToNBT(const cChunkCoords & a_Chunk, cFastNBTWriter & a_
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}
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a_Writer.EndList(); // "Sections"
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// Store the information that the lighting is valid.
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// Store the information that the lighting is valid.
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// For compatibility reason, the default is "invalid" (missing) - this means older data is re-lighted upon loading.
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if (Serializer.IsLightValid())
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{
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@@ -2363,8 +2363,8 @@ void cWSSAnvil::LoadWolfFromNBT(cEntityList & a_Entities, const cParsedNBT & a_N
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return;
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}
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int OwnerIdx = a_NBT.FindChildByName(a_TagIdx, "Owner");
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if (OwnerIdx > 0)
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{
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if (OwnerIdx > 0)
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{
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AString OwnerName = a_NBT.GetString(OwnerIdx);
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if (OwnerName != "")
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{
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