Cleanup
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@ -51,8 +51,7 @@ private:
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Shader m_shader01;
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Shader m_shader01;
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Audio m_audio = Audio(AUDIO_PATH "music01.wav");
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Audio m_audio = Audio(AUDIO_PATH "music01.wav");
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//Player m_player = Player(Vector3f(VIEW_DISTANCE * CHUNK_SIZE_X / 2, CHUNK_SIZE_Y / 2, VIEW_DISTANCE * CHUNK_SIZE_Z / 2));
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Player m_player = Player(Vector3f(VIEW_DISTANCE * CHUNK_SIZE_X / 2, CHUNK_SIZE_Y / 2, VIEW_DISTANCE * CHUNK_SIZE_Z / 2));
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Player m_player = Player(Vector3f(1, CHUNK_SIZE_Y / 2, 1));
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bool m_keyW = false;
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bool m_keyW = false;
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bool m_keyA = false;
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bool m_keyA = false;
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@ -11,7 +11,8 @@ Chunk* World::ChunkAt(float x, float y, float z) const {
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int cz = (int)z / CHUNK_SIZE_Z;
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int cz = (int)z / CHUNK_SIZE_Z;
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if (x < 0 || y < 0 || z < 0 ||
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if (x < 0 || y < 0 || z < 0 ||
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cx >= VIEW_DISTANCE || cz >= VIEW_DISTANCE || y >= CHUNK_SIZE_Y) return 0;
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cx >= VIEW_DISTANCE || cz >= VIEW_DISTANCE || y >= CHUNK_SIZE_Y)
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return 0;
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return m_chunks.Get(cx, cz);
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return m_chunks.Get(cx, cz);
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}
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}
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