Players never fall through unloaded chunks or end up inside solids on teleport
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@@ -363,6 +363,8 @@ public: // tolua_export
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/** Returns the protocol version number of the protocol that the client is talking. Returns zero if the protocol version is not (yet) known. */
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UInt32 GetProtocolVersion(void) const { return m_ProtocolVersion; } // tolua_export
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void InvalidateCachedSentChunk();
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private:
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friend class cServer; // Needs access to SetSelf()
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@@ -408,6 +410,13 @@ private:
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cPlayer * m_Player;
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/** This is an optimization which saves you an iteration of m_SentChunks if you just want to know
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whether or not the player is standing at a sent chunk.
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If this is equal to the coordinates of the chunk the player is currrently standing at, then this must be a sent chunk
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and a member of m_SentChunks.
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Otherwise, this contains an arbitrary value which should not be used. */
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cChunkCoords m_CachedSentChunk;
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bool m_HasSentDC; ///< True if a Disconnect packet has been sent in either direction
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// Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk
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