Streamline ClientHandle chunk send a little
- Removed RemoveFromAllChunks. On destruction cWorld::RemovePlayer calls RemoveClientFromChunks already, and there's no need to manually clear the chunk lists.
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@@ -124,10 +124,6 @@ public: // tolua_export
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/** Remove all loaded chunks that are no longer in range */
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void UnloadOutOfRangeChunks(void);
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/** Removes the client from all chunks. Used when destroying the player.
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When switching worlds, RemoveFromWorld does this function's job so it isn't called. */
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void RemoveFromAllChunks(void);
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inline bool IsLoggedIn(void) const { return (m_State >= csAuthenticating); }
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/** Called while the client is being ticked from the world via its cPlayer object */
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@@ -505,7 +501,6 @@ private:
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csAuthenticating, ///< The client has logged in, waiting for external authentication
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csAuthenticated, ///< The client has been authenticated, will start streaming chunks in the next tick
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csDownloadingWorld, ///< The client is waiting for chunks, we're waiting for the loader to provide and send them
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csConfirmingPos, ///< The client has been sent the position packet, waiting for them to repeat the position back
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csPlaying, ///< Normal gameplay
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csKicked, ///< Disconnect packet sent, awaiting connection closure
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csQueuedForDestruction, ///< The client will be destroyed in the next tick (flag set when socket closed)
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