Merge branch 'master' into awesometnt
Conflicts: src/ChunkMap.cpp
This commit is contained in:
@@ -46,7 +46,6 @@
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#include "Generating/Trees.h"
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#include "Bindings/PluginManager.h"
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#include "Blocks/BlockHandler.h"
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#include "Vector3d.h"
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#include "Tracer.h"
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@@ -103,7 +102,7 @@ protected:
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{
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for (;;)
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{
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LOG("%d chunks to load, %d chunks to generate",
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LOG("" SIZE_T_FMT " chunks to load, %d chunks to generate",
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m_World->GetStorage().GetLoadQueueLength(),
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m_World->GetGenerator().GetQueueLength()
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);
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@@ -155,7 +154,7 @@ protected:
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{
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for (;;)
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{
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LOG("%d chunks remaining to light", m_Lighting->GetQueueLength()
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LOG("" SIZE_T_FMT " chunks remaining to light", m_Lighting->GetQueueLength()
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);
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// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
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@@ -2459,14 +2458,14 @@ cPlayer * cWorld::FindClosestPlayer(const Vector3d & a_Pos, float a_SightLimit,
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{
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cTracer LineOfSight(this);
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float ClosestDistance = a_SightLimit;
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cPlayer* ClosestPlayer = NULL;
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double ClosestDistance = a_SightLimit;
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cPlayer * ClosestPlayer = NULL;
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cCSLock Lock(m_CSPlayers);
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for (cPlayerList::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
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{
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Vector3f Pos = (*itr)->GetPosition();
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float Distance = (Pos - a_Pos).Length();
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double Distance = (Pos - a_Pos).Length();
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if (Distance < ClosestDistance)
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{
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