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Players never fall through unloaded chunks or end up inside solids on teleport

This commit is contained in:
LogicParrot
2016-03-27 20:43:30 +03:00
parent 6b1856f226
commit dd0ce3287f
5 changed files with 138 additions and 29 deletions

View File

@@ -638,13 +638,13 @@ void cChunk::Tick(std::chrono::milliseconds a_Dt)
}
// Do not move mobs that are detached from the world to neighbors. They're either scheduled for teleportation or for removal.
// Because the schedulded destruction is going to look for them in this chunk. See cEntity::destroy.
if (!(*itr)->IsTicking())
{
++itr;
continue;
}
// Because the schedulded destruction is going to look for them in this chunk. See cEntity::destroy.
if ((((*itr)->GetChunkX() != m_PosX) ||
((*itr)->GetChunkZ() != m_PosZ))
)