Merge branch 'master' into chunksparsing/structs
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@@ -343,9 +343,8 @@ void cChunkMap::BroadcastAttachEntity(const cEntity & a_Entity, const cEntity *
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void cChunkMap::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude)
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{
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cCSLock Lock(m_CSLayers);
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int x, y, z, ChunkX, ChunkZ;
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int x, z, ChunkX, ChunkZ;
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x = a_BlockX;
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y = a_BlockY;
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z = a_BlockZ;
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cChunkDef::BlockToChunk(x, z, ChunkX, ChunkZ);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ);
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@@ -1143,9 +1142,8 @@ BLOCKTYPE cChunkMap::GetBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
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// First check if it isn't queued in the m_FastSetBlockQueue:
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{
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int X = a_BlockX, Y = a_BlockY, Z = a_BlockZ;
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int ChunkX, ChunkY, ChunkZ;
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int ChunkX, ChunkZ;
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cChunkDef::AbsoluteToRelative(X, Y, Z, ChunkX, ChunkZ);
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ChunkY = 0;
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cCSLock Lock(m_CSFastSetBlock);
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for (sSetBlockList::iterator itr = m_FastSetBlockQueue.begin(); itr != m_FastSetBlockQueue.end(); ++itr)
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{
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@@ -1652,7 +1650,10 @@ void cChunkMap::AddEntity(cEntity * a_Entity)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), ZERO_CHUNK_Y, a_Entity->GetChunkZ());
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if ((Chunk == NULL) || !Chunk->IsValid())
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if (
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(Chunk == NULL) || // Chunk not present at all
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(!Chunk->IsValid() && !a_Entity->IsPlayer()) // Chunk present, but no valid data; players need to spawn in such chunks (#953)
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)
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{
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LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
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a_Entity, a_Entity->GetClass(), a_Entity->GetUniqueID()
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