Fixed the rest of constructor reorders.
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@@ -229,16 +229,16 @@ cWorld::cWorld(const AString & a_WorldName) :
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m_WorldName(a_WorldName),
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m_IniFileName(m_WorldName + "/world.ini"),
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m_StorageSchema("Default"),
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m_IsSpawnExplicitlySet(false),
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m_WorldAgeSecs(0),
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m_TimeOfDaySecs(0),
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m_WorldAge(0),
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m_TimeOfDay(0),
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m_LastTimeUpdate(0),
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m_SkyDarkness(0),
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m_Weather(eWeather_Sunny),
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m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :)
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m_TickThread(*this),
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m_SkyDarkness(0),
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m_bSpawnExplicitlySet(false)
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m_TickThread(*this)
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{
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LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str());
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@@ -329,7 +329,7 @@ void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
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void cWorld::InitializeSpawn(void)
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{
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if (!m_bSpawnExplicitlySet) // Check if spawn position was already explicitly set or not
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if (!m_IsSpawnExplicitlySet) // Check if spawn position was already explicitly set or not
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{
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GenerateRandomSpawn(); // Generate random solid-land coordinate and then write it to the world configuration
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@@ -487,7 +487,7 @@ void cWorld::Start(void)
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// Try to find the "SpawnPosition" key and coord values in the world configuration, set the flag if found
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int KeyNum = IniFile.FindKey("SpawnPosition");
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m_bSpawnExplicitlySet =
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m_IsSpawnExplicitlySet =
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(
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(KeyNum >= 0) &&
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(
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@@ -497,7 +497,7 @@ void cWorld::Start(void)
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)
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);
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if (m_bSpawnExplicitlySet)
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if (m_IsSpawnExplicitlySet)
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{
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LOGD("Spawnpoint explicitly set!");
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m_SpawnX = IniFile.GetValueF("SpawnPosition", "X", m_SpawnX);
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