Disabeling current mob spawning and tick
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caa54af546
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04151677d5
@ -533,10 +533,14 @@ void cChunk::Tick(float a_Dt)
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m_IsDirty = (*itr)->Tick(a_Dt, *this) | m_IsDirty;
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m_IsDirty = (*itr)->Tick(a_Dt, *this) | m_IsDirty;
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}
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}
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// Tick all entities in this chunk:
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// Tick all entities in this chunk (except mobs):
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for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
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for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
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{
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{
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(*itr)->Tick(a_Dt, *this);
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// Mobs are tickes inside MobTick (as we don't have to tick them if they are far away from players)
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if (!((*itr)->IsMob()))
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{
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(*itr)->Tick(a_Dt, *this);
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}
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} // for itr - m_Entitites[]
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} // for itr - m_Entitites[]
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// Remove all entities that were scheduled for removal:
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// Remove all entities that were scheduled for removal:
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@ -622,7 +622,7 @@ void cWorld::Tick(float a_Dt)
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UnloadUnusedChunks();
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UnloadUnusedChunks();
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}
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}
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TickSpawnMobs(a_Dt);
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TickMobs(a_Dt);
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std::vector<int> m_RSList_copy(m_RSList);
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std::vector<int> m_RSList_copy(m_RSList);
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@ -707,13 +707,13 @@ void cWorld::TickWeather(float a_Dt)
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void cWorld::TickSpawnMobs(float a_Dt)
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void cWorld::TickMobs(float a_Dt)
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{
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{
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if (!m_bAnimals || (m_WorldAge - m_LastSpawnMonster <= m_SpawnMonsterRate))
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if (!m_bAnimals)
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{
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{
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return;
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return;
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}
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}
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/*
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cMobCensus MobCensus;
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cMobCensus MobCensus;
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m_ChunkMap->CollectMobCensus(MobCensus);
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m_ChunkMap->CollectMobCensus(MobCensus);
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MobCensus.logd();
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MobCensus.logd();
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@ -810,6 +810,7 @@ void cWorld::TickSpawnMobs(float a_Dt)
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// A proper mob type was selected, now spawn the mob:
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// A proper mob type was selected, now spawn the mob:
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SpawnMob(SpawnPos.x, SpawnPos.y, SpawnPos.z, (cMonster::eType)MobType);
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SpawnMob(SpawnPos.x, SpawnPos.y, SpawnPos.z, (cMonster::eType)MobType);
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}
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}
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*/
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}
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}
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@ -711,8 +711,8 @@ private:
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/// Handles the weather in each tick
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/// Handles the weather in each tick
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void TickWeather(float a_Dt);
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void TickWeather(float a_Dt);
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/// Handles the mob spawning each tick
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/// Handles the mob spawning/moving/destroying each tick
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void TickSpawnMobs(float a_Dt);
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void TickMobs(float a_Dt);
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/// Executes all tasks queued onto the tick thread
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/// Executes all tasks queued onto the tick thread
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void TickQueuedTasks(void);
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void TickQueuedTasks(void);
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