Fixed player spawning.
Now the player is spawned only after the chunk they're in is sent to the client. Hopefully no more falling-through-terrain-while-loggin-in.
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61b968601a
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@ -1522,6 +1522,16 @@ void cClientHandle::SendChat(const AString & a_Message)
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void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
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void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
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{
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{
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ASSERT(m_Player != NULL);
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if ((m_State == csAuthenticated) || (m_State == csDownloadingWorld))
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{
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if ((a_ChunkX == m_Player->GetChunkX()) && (a_ChunkZ == m_Player->GetChunkZ()))
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{
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m_Protocol->SendPlayerMoveLook();
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}
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}
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// Check chunks being sent, erase them from m_ChunksToSend:
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// Check chunks being sent, erase them from m_ChunksToSend:
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bool Found = false;
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bool Found = false;
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{
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{
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@ -340,9 +340,6 @@ void cProtocol132::SendLogin(const cPlayer & a_Player, const cWorld & a_World)
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Flush();
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Flush();
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SendCompass(a_World);
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SendCompass(a_World);
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// Send the initial position (so that confirmation works, FS #245):
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SendPlayerMoveLook();
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}
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}
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