Implemented Chunk Sparsing with segments
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@@ -55,9 +55,8 @@ void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk)
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return;
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}
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int idx = a_Chunk.MakeIndexNoCheck(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockBelow = a_Chunk.GetBlock(idx);
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NIBBLETYPE BelowMeta = a_Chunk.GetMeta(idx);
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BLOCKTYPE BlockBelow = a_Chunk.GetBlock(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
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NIBBLETYPE BelowMeta = a_Chunk.GetMeta(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
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if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta))
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{
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// Fallen onto a block that breaks this into pickups (e. g. half-slab)
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