Players never fall through unloaded chunks or end up inside solids on teleport
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@@ -638,13 +638,13 @@ void cChunk::Tick(std::chrono::milliseconds a_Dt)
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}
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// Do not move mobs that are detached from the world to neighbors. They're either scheduled for teleportation or for removal.
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// Because the schedulded destruction is going to look for them in this chunk. See cEntity::destroy.
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if (!(*itr)->IsTicking())
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{
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++itr;
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continue;
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}
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// Because the schedulded destruction is going to look for them in this chunk. See cEntity::destroy.
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if ((((*itr)->GetChunkX() != m_PosX) ||
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((*itr)->GetChunkZ() != m_PosZ))
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)
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