Made some functions in cChunk and cNoise inline, this should significantly increase chunk generation speed
git-svn-id: http://mc-server.googlecode.com/svn/trunk@115 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -52,17 +52,6 @@ void cEntity::Initialize( cWorld* a_World )
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m_World->AddEntity( this );
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MoveToCorrectChunk(true);
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/*
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Not needed because it´s covered by the MoveToCorrectChunk function
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cWorld::BlockToChunk( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z, m_ChunkX, m_ChunkY, m_ChunkZ );
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cChunk* Chunk = m_World->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
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if( Chunk )
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{
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//LOG("Adding entity %i to chunk %i %i %i", m_UniqueID, Chunk->GetPosX(), Chunk->GetPosY(), Chunk->GetPosZ() );
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Chunk->AddEntity( *this );
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}
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*/
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}
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void cEntity::WrapRotation()
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@@ -73,17 +62,17 @@ void cEntity::WrapRotation()
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while(m_Rot->y < -180.f) m_Rot->y+=360.f;
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}
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void cEntity::MoveToCorrectChunk(bool a_IgnoreOldChunk)
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void cEntity::MoveToCorrectChunk(bool a_bIgnoreOldChunk)
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{
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if( !m_World ) return; // Entity needs a world to move to a chunk
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int ChunkX = 0, ChunkY = 0, ChunkZ = 0;
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cWorld::BlockToChunk( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z, ChunkX, ChunkY, ChunkZ );
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if(a_IgnoreOldChunk || m_ChunkX != ChunkX || m_ChunkY != ChunkY || m_ChunkZ != ChunkZ)
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if(a_bIgnoreOldChunk || m_ChunkX != ChunkX || m_ChunkY != ChunkY || m_ChunkZ != ChunkZ)
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{
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LOG("From %i %i To %i %i", m_ChunkX, m_ChunkZ, ChunkX, ChunkZ );
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cChunk* Chunk = 0;
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if(!a_IgnoreOldChunk)
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if(!a_bIgnoreOldChunk)
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Chunk = m_World->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
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typedef std::list< cClientHandle* > ClientList;
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