Silenced and fixed many warning messages across multiple files.
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@@ -606,7 +606,7 @@ void cChunkMap::BroadcastParticleEffect(const AString & a_ParticleName, float a_
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cCSLock Lock(m_CSLayers);
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk((int) a_SrcX, (int) a_SrcZ, ChunkX, ChunkZ);
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cChunkDef::BlockToChunk(FloorC(a_SrcX), FloorC(a_SrcZ), ChunkX, ChunkZ);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
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if (Chunk == nullptr)
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{
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@@ -642,7 +642,7 @@ void cChunkMap::BroadcastSoundEffect(const AString & a_SoundName, double a_X, do
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cCSLock Lock(m_CSLayers);
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk((int)std::floor(a_X), (int)std::floor(a_Z), ChunkX, ChunkZ);
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cChunkDef::BlockToChunk(FloorC(std::floor(a_X)), FloorC(std::floor(a_Z)), ChunkX, ChunkZ);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, ChunkZ);
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if (Chunk == nullptr)
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{
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@@ -1182,9 +1182,9 @@ void cChunkMap::SetBlocks(const sSetBlockVector & a_Blocks)
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void cChunkMap::CollectPickupsByPlayer(cPlayer & a_Player)
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{
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int BlockX = (int)(a_Player.GetPosX()); // Truncating doesn't matter much; we're scanning entire chunks anyway
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int BlockY = (int)(a_Player.GetPosY());
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int BlockZ = (int)(a_Player.GetPosZ());
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int BlockX = static_cast<int>(a_Player.GetPosX()); // Truncating doesn't matter much; we're scanning entire chunks anyway
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int BlockY = static_cast<int>(a_Player.GetPosY());
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int BlockZ = static_cast<int>(a_Player.GetPosZ());
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int ChunkX = 0, ChunkZ = 0;
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cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
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int OtherChunkX = ChunkX + ((BlockX > 8) ? 1 : -1);
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@@ -1828,10 +1828,10 @@ bool cChunkMap::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback
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bool cChunkMap::ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback & a_Callback)
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{
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// Calculate the chunk range for the box:
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int MinChunkX = (int)floor(a_Box.GetMinX() / cChunkDef::Width);
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int MinChunkZ = (int)floor(a_Box.GetMinZ() / cChunkDef::Width);
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int MaxChunkX = (int)floor((a_Box.GetMaxX() + cChunkDef::Width) / cChunkDef::Width);
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int MaxChunkZ = (int)floor((a_Box.GetMaxZ() + cChunkDef::Width) / cChunkDef::Width);
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int MinChunkX = FloorC(a_Box.GetMinX() / cChunkDef::Width);
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int MinChunkZ = FloorC(a_Box.GetMinZ() / cChunkDef::Width);
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int MaxChunkX = FloorC((a_Box.GetMaxX() + cChunkDef::Width) / cChunkDef::Width);
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int MaxChunkZ = FloorC((a_Box.GetMaxZ() + cChunkDef::Width) / cChunkDef::Width);
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// Iterate over each chunk in the range:
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cCSLock Lock(m_CSLayers);
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@@ -1868,26 +1868,26 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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bool ShouldDestroyBlocks = true;
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// Don't explode if the explosion center is inside a liquid block:
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if (IsBlockLiquid(m_World->GetBlock((int)floor(a_BlockX), (int)floor(a_BlockY), (int)floor(a_BlockZ))))
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if (IsBlockLiquid(m_World->GetBlock(FloorC(a_BlockX), FloorC(a_BlockY), FloorC(a_BlockZ))))
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{
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ShouldDestroyBlocks = false;
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}
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int ExplosionSizeInt = (int)ceil(a_ExplosionSize);
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int ExplosionSizeInt = CeilC(a_ExplosionSize);
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int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt;
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int bx = (int)floor(a_BlockX);
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int by = (int)floor(a_BlockY);
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int bz = (int)floor(a_BlockZ);
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int bx = FloorC(a_BlockX);
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int by = FloorC(a_BlockY);
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int bz = FloorC(a_BlockZ);
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int MinY = std::max((int)floor(a_BlockY - ExplosionSizeInt), 0);
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int MaxY = std::min((int)ceil(a_BlockY + ExplosionSizeInt), cChunkDef::Height - 1);
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int MinY = std::max(FloorC(a_BlockY - ExplosionSizeInt), 0);
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int MaxY = std::min(CeilC(a_BlockY + ExplosionSizeInt), cChunkDef::Height - 1);
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if (ShouldDestroyBlocks)
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{
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cBlockArea area;
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a_BlocksAffected.reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt);
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if (!area.Read(m_World, bx - ExplosionSizeInt, (int)ceil(a_BlockX + ExplosionSizeInt), MinY, MaxY, bz - ExplosionSizeInt, (int)ceil(a_BlockZ + ExplosionSizeInt)))
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a_BlocksAffected.reserve(8 * static_cast<size_t>(ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt));
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if (!area.Read(m_World, bx - ExplosionSizeInt, static_cast<int>(ceil(a_BlockX + ExplosionSizeInt)), MinY, MaxY, bz - ExplosionSizeInt, static_cast<int>(ceil(a_BlockZ + ExplosionSizeInt))))
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{
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return;
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}
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@@ -2017,7 +2017,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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}
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// Ensure that the damage dealt is inversely proportional to the distance to the TNT centre - the closer a player is, the harder they are hit
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a_Entity->TakeDamage(dtExplosion, nullptr, (int)((1 / DistanceFromExplosion.Length()) * 6 * m_ExplosionSize), 0);
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a_Entity->TakeDamage(dtExplosion, nullptr, static_cast<int>((1 / DistanceFromExplosion.Length()) * 6 * m_ExplosionSize), 0);
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}
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// Apply force to entities around the explosion - code modified from World.cpp DoExplosionAt()
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