Fixed a compiler warning.
Also updated code to match our style.
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8b9d3c7722
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f490d3d1e7
@ -55,6 +55,12 @@
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/// Up to this many m_SpreadQueue elements are handled each world tick
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const int MAX_LIGHTING_SPREAD_PER_TICK = 10;
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const int TIME_SUNSET = 12000;
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const int TIME_NIGHT_START = 13187;
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const int TIME_NIGHT_END = 22812;
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const int TIME_SUNRISE = 23999;
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const int TIME_SPAWN_DIVISOR = 148;
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@ -872,6 +878,31 @@ void cWorld::TickClients(float a_Dt)
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void cWorld::UpdateSkyDarkness(void)
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{
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int TempTime = (int)m_TimeOfDay;
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if (TempTime <= TIME_SUNSET)
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{
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m_SkyDarkness = 0;
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}
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else if (TempTime <= TIME_NIGHT_START)
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{
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m_SkyDarkness = (TIME_NIGHT_START - TempTime) / TIME_SPAWN_DIVISOR;
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}
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else if (TempTime <= TIME_NIGHT_END)
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{
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m_SkyDarkness = 8;
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}
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else
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{
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m_SkyDarkness = (TIME_SUNRISE - TempTime) / TIME_SPAWN_DIVISOR;
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}
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}
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void cWorld::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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return m_ChunkMap->WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
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@ -2681,29 +2712,3 @@ void cWorld::cTaskSaveAllChunks::Run(cWorld & a_World)
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#define TIME_SUNSET 12000
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#define TIME_NIGHT_START 13187
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#define TIME_NIGHT_END 22812
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#define TIME_SUNRISE 23999
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#define TIME_SPAWN_DIVIZOR 148
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void cWorld::UpdateSkyDarkness()
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{
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int TempTime = m_TimeOfDay;
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if (TempTime <= TIME_SUNSET)
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m_SkyDarkness = 0;
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else if (TempTime <= TIME_NIGHT_START)
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m_SkyDarkness = (TIME_NIGHT_START - TempTime)/TIME_SPAWN_DIVIZOR;
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else if (TempTime <= TIME_NIGHT_END)
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m_SkyDarkness = 8;
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else
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m_SkyDarkness = (TIME_SUNRISE - TempTime)/TIME_SPAWN_DIVIZOR;
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}
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