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@@ -39,8 +39,7 @@ BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const
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}
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void World::TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]) {
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int x = 0;
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int y = 0;
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int x = 0, y = 0;
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if (player.GetPosition().x > (WORLD_SIZE_X * CHUNK_SIZE_X) * .66f) ++x;
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else if (player.GetPosition().x < (WORLD_SIZE_X * CHUNK_SIZE_X) * .33f) --x;
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@@ -211,12 +210,12 @@ bool World::GenerateChunk(int chx, int chy, Perlin& perlin) {
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}
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void World::UpdateChunk(int& generates, int& updates, int chx, int chy, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]) {
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if (generates == 0 && GenerateChunk(chx, chy, perlin)) generates = FRAMES_RENDER_CHUNKS;
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if (updates == 0 && ChunkAt(chx, 1, chy) &&
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ChunkAt(chx, 1, chy)->IsDirty()) {
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ChunkAt(chx, 1, chy)->Update(blockinfo, this);
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updates = FRAMES_UPDATE_CHUNKS;
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}
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if (generates == 0 && GenerateChunk(chx, chy, perlin)) generates = FRAMES_RENDER_CHUNKS;
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}
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void World::ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block) {
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@@ -276,7 +275,6 @@ void World::ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block
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}
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}
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void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {
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int bx = (int)pos.x % CHUNK_SIZE_X;
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int by = (int)pos.y % CHUNK_SIZE_Y;
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