Migrated cSleep and cTimer to std::chrono
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@@ -11,7 +11,6 @@
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#include "../BlockEntities/BlockEntity.h"
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#include "../BlockEntities/EnderChestEntity.h"
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#include "../Root.h"
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#include "../OSSupport/Timer.h"
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#include "../Chunk.h"
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#include "../Items/ItemHandler.h"
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#include "../Vector3.h"
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@@ -27,7 +26,7 @@
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#define PLAYER_INVENTORY_SAVE_INTERVAL 6000
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// 1000 = once per second
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#define PLAYER_LIST_TIME_MS 1000
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#define PLAYER_LIST_TIME_MS std::chrono::milliseconds(1000)
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@@ -91,9 +90,7 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName) :
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SetMaxHealth(MAX_HEALTH);
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m_Health = MAX_HEALTH;
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cTimer t1;
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m_LastPlayerListTime = t1.GetNowTime();
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m_LastPlayerListTime = std::chrono::steady_clock::now();
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m_PlayerName = a_PlayerName;
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cWorld * World = NULL;
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@@ -264,11 +261,10 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
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m_Inventory.UpdateItems();
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// Send Player List (Once per m_LastPlayerListTime/1000 ms)
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cTimer t1;
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if (m_LastPlayerListTime + PLAYER_LIST_TIME_MS <= t1.GetNowTime())
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if (m_LastPlayerListTime + PLAYER_LIST_TIME_MS <= std::chrono::steady_clock::now())
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{
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m_World->BroadcastPlayerListUpdatePing(*this);
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m_LastPlayerListTime = t1.GetNowTime();
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m_LastPlayerListTime = std::chrono::steady_clock::now();
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}
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if (IsFlying())
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