Merge pull request #1351 from LO1ZB/remove-a_RelY
remove y-coord from chunks
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@@ -442,7 +442,7 @@ void cWorld::InitializeSpawn(void)
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{
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for (int z = 0; z < ViewDist; z++)
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{
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m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, ZERO_CHUNK_Y, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader
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m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader
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}
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}
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@@ -2424,7 +2424,7 @@ void cWorld::SetChunkData(cSetChunkData & a_SetChunkData)
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// Save the chunk right after generating, so that we don't have to generate it again on next run
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if (a_SetChunkData.ShouldMarkDirty())
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{
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m_Storage.QueueSaveChunk(ChunkX, 0, ChunkZ);
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m_Storage.QueueSaveChunk(ChunkX, ChunkZ);
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}
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}
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@@ -2769,18 +2769,18 @@ void cWorld::RemoveClientFromChunkSender(cClientHandle * a_Client)
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void cWorld::TouchChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorld::TouchChunk(int a_ChunkX, int a_ChunkZ)
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{
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m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
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m_ChunkMap->TouchChunk(a_ChunkX, a_ChunkZ);
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}
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bool cWorld::LoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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bool cWorld::LoadChunk(int a_ChunkX, int a_ChunkZ)
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{
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return m_ChunkMap->LoadChunk(a_ChunkX, a_ChunkY, a_ChunkZ);
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return m_ChunkMap->LoadChunk(a_ChunkX, a_ChunkZ);
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}
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@@ -2796,9 +2796,9 @@ void cWorld::LoadChunks(const cChunkCoordsList & a_Chunks)
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void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkZ)
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{
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m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkY, a_ChunkZ);
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m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkZ);
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}
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@@ -2903,8 +2903,7 @@ void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
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{
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m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ);
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// Trick: use Y=1 to force the chunk generation even though the chunk data is already present
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m_Generator.QueueGenerateChunk(a_ChunkX, 1, a_ChunkZ);
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m_Generator.QueueGenerateChunk(a_ChunkX, a_ChunkZ, true);
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}
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@@ -2913,7 +2912,7 @@ void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
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void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
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{
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m_Generator.QueueGenerateChunk(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
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m_Generator.QueueGenerateChunk(a_ChunkX, a_ChunkZ, false);
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}
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