Chest, weather, crash, and miscellaneous fixes (#5215)
* Alpha-sort cChestEntity * Chests: use SendUpdateBlockEntity * Pathfinder: fix out of range Y * 1.13: correct weather packet ID * Chests: fix neighbour scanner + Add OnAddToWorld and overload to scan neighbours there, instead of in the constructor/OnUse. This fixes hoppers accessing newly loaded double chests and seeing a null m_Neighbour, thus thinking its a single chest. * Fix typo in cross coords computation. * Simplify hopper logic. * Block entities: ASSERT that type is correct If you match the block type first before calling DoWithBlockEntity, the corresponding block entity must either be empty or correspond to the block type. * Chunk: fix some forgotten PendingSendBE cleanup + Add cleanup in SetAllData, WriteBlockArea - Remove RemoveBlockEntity (used once), HasBlockEntity (not used) * Replace MakeIndex with MakeIndexNoCheck * Remove extraneous MarkDirty in hopper & chests
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@@ -439,7 +439,7 @@ bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, const cParsedNBT
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{
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for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
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{
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int Index = cChunkDef::MakeIndexNoCheck(x, y, z);
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const auto Index = cChunkDef::MakeIndex(x, y, z);
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if (ShouldInvert[x + cChunkDef::Width * z])
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{
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BlockTypes[Index] = (BlockTypes[Index] == E_BLOCK_AIR) ? E_BLOCK_STONE : E_BLOCK_AIR;
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@@ -618,10 +618,10 @@ void cWSSAnvil::LoadBlockEntitiesFromNBT(cBlockEntities & a_BlockEntities, const
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}
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// Index computed before Entity moved.
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const auto Idx = cChunkDef::MakeIndexNoCheck(Entity->GetRelPos());
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const auto Index = cChunkDef::MakeIndex(Entity->GetRelPos());
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// Add the BlockEntity to the loaded data:
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a_BlockEntities.emplace(Idx, std::move(Entity));
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a_BlockEntities.emplace(Index, std::move(Entity));
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} // for Child - tag children
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}
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