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refactor: begin unglobbing std::vector
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@@ -120,18 +120,18 @@ public:
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void destroyTileProgress(int id, int x, int y, int z, int progress);
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void registerTextures(IconRegister *iconRegister);
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typedef std::unordered_map<int, vector<std::shared_ptr<TileEntity> >, IntKeyHash, IntKeyEq> rteMap;
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typedef std::unordered_map<int, std::vector<std::shared_ptr<TileEntity> >, IntKeyHash, IntKeyEq> rteMap;
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private:
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// debug
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int m_freezeticks; // used to freeze the clouds
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// 4J - this block of declarations was scattered round the code but have gathered everything into one place
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rteMap renderableTileEntities; // 4J - changed - was vector<std::shared_ptr<TileEntity>, now hashed by chunk so we can find them
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rteMap renderableTileEntities; // 4J - changed - was std::vector<std::shared_ptr<TileEntity>, now hashed by chunk so we can find them
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CRITICAL_SECTION m_csRenderableTileEntities;
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MultiPlayerLevel *level[4]; // 4J - now one per player
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Textures *textures;
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// vector<Chunk *> *sortedChunks[4]; // 4J - removed - not sorting our chunks anymore
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// std::vector<Chunk *> *sortedChunks[4]; // 4J - removed - not sorting our chunks anymore
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ClipChunkArray chunks[4]; // 4J - now one per player
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int lastPlayerCount[4]; // 4J - added
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int xChunks, yChunks, zChunks;
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@@ -149,7 +149,7 @@ private:
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int renderedEntities;
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int culledEntities;
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int chunkFixOffs;
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vector<Chunk *> _renderChunks;
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std::vector<Chunk *> _renderChunks;
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int frame;
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int repeatList;
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double xOld[4]; // 4J - now one per player
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@@ -189,7 +189,7 @@ public:
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~RecentTile();
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};
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CRITICAL_SECTION m_csDestroyedTiles;
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vector<RecentTile *> m_destroyedTiles;
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std::vector<RecentTile *> m_destroyedTiles;
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public:
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void destroyingTileAt( Level *level, int x, int y, int z ); // For game to let this manager know that a tile is about to be destroyed (must be called before it actually is)
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void updatedChunkAt( Level * level, int x, int y, int z, int veryNearCount ); // For chunk rebuilding to inform the manager that a chunk (a 16x16x16 tile render chunk) has been updated
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