Use tracing for explosions (#4845)
* TNT: Implement tracing algorithm + Add intensity tracing * Fix iterating over all players to SendExplosion, even those not in range * Implemented TNT entity interaction * Fixed misaligned destruction tracing * Finalise TNT algorithm - Remove BlockArea and just use chunks Using SetBlock makes it so that we can update everything properly, and does appear to be faster. * BlockInfo learns about explosion attentuation * Rename Explodinator parameters * TNT: pull block destruction into common function Co-authored-by: Alexander Harkness <me@bearbin.net>
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@@ -419,6 +419,7 @@ void cChunk::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlock
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{
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if (affectedArea.IsInside(itr->second->GetPos()))
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{
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itr->second->Destroy();
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itr = m_BlockEntities.erase(itr);
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}
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else
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