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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-05-29 18:34:55 +00:00
format everything
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@@ -240,7 +240,7 @@ void ServerLevel::tick() {
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awakenAllPlayers();
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}
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// for Minecraft 1.8, spawn friendlies really rarely - 4J - altered
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// for Minecraft 1.8, spawn friendlies really rarely - 4J - altered
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// from once every 400 ticks to 40 ticks as we depend on this a more than
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// the original since we don't have chunk post-process spawning
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if (getGameRules()->getBoolean(GameRules::RULE_DOMOBSPAWNING)) {
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@@ -263,9 +263,9 @@ void ServerLevel::tick() {
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mobSpawner->tick(this, finalSpawnEnemies, finalSpawnFriendlies,
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finalSpawnPersistent);
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}
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chunkSource->tick();
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chunkSource->tick();
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int newDark = getOldSkyDarken(1);
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if (newDark != skyDarken) {
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skyDarken = newDark;
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@@ -293,8 +293,7 @@ void ServerLevel::tick() {
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#endif
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{
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// app.DebugPrintf("Incremental save\n");
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save(false, nullptr);
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save(false, nullptr);
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}
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// 4J : WESTY : Changed so that time update goes through stats tracking
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@@ -315,25 +314,20 @@ void ServerLevel::tick() {
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}
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}
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// if (tickCount % 5 == 0) {
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// if (tickCount % 5 == 0) {
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tickPendingTicks(false);
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tickTiles();
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tickTiles();
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chunkMap->tick();
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villages->tick();
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villages->tick();
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villageSiege->tick();
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portalForcer->tick(getGameTime());
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portalForcer->tick(getGameTime());
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// repeat after tile ticks
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runTileEvents();
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runTileEvents();
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// 4J Added
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runQueuedSendTileUpdates();
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@@ -930,8 +924,7 @@ void ServerLevel::save(bool force, ProgressListener* progressListener,
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progressListener->progressStartNoAbort(IDS_PROGRESS_SAVING_LEVEL);
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}
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}
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saveLevelData();
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saveLevelData();
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if (progressListener != nullptr)
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progressListener->progressStage(IDS_PROGRESS_SAVING_CHUNKS);
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@@ -1202,10 +1195,9 @@ void ServerLevel::sendParticles(const std::wstring& name, double x, double y,
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void ServerLevel::sendParticles(const std::wstring& name, double x, double y,
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double z, int count, double xDist, double yDist,
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double zDist, double speed) {
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std::shared_ptr<Packet> packet =
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std::make_shared<LevelParticlesPacket>(
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name, (float)x, (float)y, (float)z, (float)xDist, (float)yDist,
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(float)zDist, (float)speed, count);
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std::shared_ptr<Packet> packet = std::make_shared<LevelParticlesPacket>(
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name, (float)x, (float)y, (float)z, (float)xDist, (float)yDist,
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(float)zDist, (float)speed, count);
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for (auto it = players.begin(); it != players.end(); ++it) {
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std::shared_ptr<ServerPlayer> player =
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@@ -1418,7 +1410,7 @@ int ServerLevel::runUpdate(void* lpParam) {
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if (!ShutdownManager::ShouldRun(ShutdownManager::eRunUpdateThread))
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break;
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// 4J Stu - Grass and Lava ticks currently take up the majority of all
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// 4J Stu - Grass and Lava ticks currently take up the majority of all
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// tile updates, so I am limiting them
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int grassTicks = 0;
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int lavaTicks = 0;
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@@ -1514,7 +1506,6 @@ int ServerLevel::runUpdate(void* lpParam) {
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}
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}
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}
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}
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ShutdownManager::HasFinished(ShutdownManager::eRunUpdateThread);
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