ViewDistance: unsigned -> signed
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@@ -67,7 +67,7 @@ float cClientHandle::FASTBREAK_PERCENTAGE;
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////////////////////////////////////////////////////////////////////////////////
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// cClientHandle:
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cClientHandle::cClientHandle(const AString & a_IPString, unsigned a_ViewDistance) :
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cClientHandle::cClientHandle(const AString & a_IPString, int a_ViewDistance) :
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m_LastSentDimension(dimNotSet),
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m_ForgeHandshake(this),
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m_CurrentViewDistance(a_ViewDistance),
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@@ -473,7 +473,7 @@ bool cClientHandle::StreamNextChunk(void)
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cCSLock Lock(m_CSChunkLists);
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// High priority: Load the chunks that are in the view-direction of the player (with a radius of 3)
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for (unsigned Range = 0; Range < m_CurrentViewDistance; Range++)
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for (int Range = 0; Range < m_CurrentViewDistance; Range++)
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{
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Vector3d Vector = Position + LookVector * cChunkDef::Width * Range;
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@@ -513,10 +513,8 @@ bool cClientHandle::StreamNextChunk(void)
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}
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// Low priority: Add all chunks that are in range. (From the center out to the edge)
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for (unsigned Range = 0; Range <= m_CurrentViewDistance; ++Range) // cycle through (square) distance, from nearest to furthest
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for (int d = 0; d <= m_CurrentViewDistance; ++d) // cycle through (square) distance, from nearest to furthest
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{
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const int d = static_cast<int>(Range);
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// For each distance add chunks in a hollow square centered around current position:
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cChunkCoordsList CurcleChunks;
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for (int i = -d; i <= d; ++i)
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@@ -3271,7 +3269,7 @@ void cClientHandle::SetUsername(const AString & a_Username)
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void cClientHandle::SetViewDistance(unsigned a_ViewDistance)
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void cClientHandle::SetViewDistance(int a_ViewDistance)
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{
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m_RequestedViewDistance = a_ViewDistance;
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LOGD("%s is requesting ViewDistance of %d!", GetUsername().c_str(), m_RequestedViewDistance);
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