Initial ChunkStay code.
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@@ -2145,9 +2145,6 @@ void cWorld::SetChunkData(
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{
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m_ChunkSender.ChunkReady(a_ChunkX, a_ChunkZ);
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}
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// Notify the lighting thread that the chunk has become valid (in case it is a neighbor of a postponed chunk):
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m_Lighting.ChunkReady(a_ChunkX, a_ChunkZ);
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}
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@@ -2561,15 +2558,6 @@ bool cWorld::SetCommandBlockCommand(int a_BlockX, int a_BlockY, int a_BlockZ, co
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void cWorld::ChunksStay(const cChunkCoordsList & a_Chunks, bool a_Stay)
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{
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m_ChunkMap->ChunksStay(a_Chunks, a_Stay);
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}
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void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
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{
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m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ);
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