Only store IDs across ticks
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@@ -15,7 +15,7 @@ class cWorld;
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class cNetherPortalScanner : public cChunkStay
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{
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public:
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cNetherPortalScanner(cEntity * a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY);
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cNetherPortalScanner(cEntity & a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY);
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virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkY) override;
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virtual bool OnAllChunksAvailable(void) override;
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virtual void OnDisabled(void) override;
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@@ -48,8 +48,11 @@ private:
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/** Whether the given location is a valid location to build a portal. */
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bool IsValidBuildLocation(Vector3i a_BlockPosition);
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/** The entity that's being moved. */
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cEntity * m_Entity;
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/** The ID of the entity that's being moved. */
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UInt32 m_EntityID;
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/** The world we're moving the entity from, used to query the entity ID. */
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cWorld & m_SourceWorld;
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/** The world we're moving the entity to. */
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cWorld * m_World;
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