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Merge remote-tracking branch 'itsRevela/main'
# Conflicts: # .github/workflows/nightly.yml # .gitignore # Minecraft.Client/ChatScreen.cpp # Minecraft.Client/ClientConnection.cpp # Minecraft.Client/Common/Audio/SoundEngine.cpp # Minecraft.Client/Common/Audio/SoundEngine.h # Minecraft.Client/Common/Media/MediaWindows64.arc # Minecraft.Client/Common/UI/IUIScene_HUD.cpp # Minecraft.Client/Common/UI/UIControl_Base.cpp # Minecraft.Client/Common/UI/UIScene_DeathMenu.cpp # Minecraft.Client/Common/UI/UIScene_JoinMenu.cpp # Minecraft.Client/Common/XUI/XUI_Chat.cpp # Minecraft.Client/Common/XUI/XUI_Death.cpp # Minecraft.Client/Font.cpp # Minecraft.Client/Gui.cpp # Minecraft.Client/PendingConnection.cpp # Minecraft.Client/PlayerConnection.cpp # Minecraft.Client/PlayerConnection.h # Minecraft.Client/PlayerList.cpp # Minecraft.Client/Windows64/Network/WinsockNetLayer.cpp # Minecraft.Client/Windows64/Network/WinsockNetLayer.h # Minecraft.Client/Windows64Media/strings.h # Minecraft.Client/cmake/sources/Common.cmake # Minecraft.Server/Console/ServerCliEngine.cpp # Minecraft.Server/Console/commands/whitelist/CliCommandWhitelist.cpp # Minecraft.Server/Windows64/ServerMain.cpp # Minecraft.World/WitherBoss.h # Minecraft.World/cmake/sources/Common.cmake # README.md
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@@ -139,18 +139,24 @@ bool MultiPlayerChunkCache::reallyHasChunk(int x, int z)
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return hasData[idx];
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}
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void MultiPlayerChunkCache::drop(int x, int z)
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void MultiPlayerChunkCache::drop(const int x, const int z)
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{
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// 4J Stu - We do want to drop any entities in the chunks, especially for the case when a player is dead as they will
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// not get the RemoveEntity packet if an entity is removed.
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LevelChunk *chunk = getChunk(x, z);
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if (!chunk->isEmpty())
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const int ix = x + XZOFFSET;
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const int iz = z + XZOFFSET;
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if ((ix < 0) || (ix >= XZSIZE)) return;
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if ((iz < 0) || (iz >= XZSIZE)) return;
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const int idx = ix * XZSIZE + iz;
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LevelChunk* chunk = cache[idx];
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if (chunk != nullptr && !chunk->isEmpty())
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{
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// Added parameter here specifies that we don't want to delete tile entities, as they won't get recreated unless they've got update packets
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// The tile entities are in general only created on the client by virtue of the chunk rebuild
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// Drop entities in the chunks, especially for the case when a player is dead
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// as they will not get the RemoveEntity packet if an entity is removed.
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// Don't delete tile entities, as they won't get recreated unless they've got
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// update packets. Tile entities are created on the client by the chunk rebuild.
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chunk->unload(false);
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// 4J - We just want to clear out the entities in the chunk, but everything else should be valid
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// Keep chunk in cache with structural data intact.
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chunk->loaded = true;
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}
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}
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