Hotfixed some chunk presence issues when generating.
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0ff7514351
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18690a2633
@ -2413,6 +2413,7 @@ bool cChunkMap::GenerateChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback *
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// Try loading the chunk:
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// Try loading the chunk:
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if ((Chunk == nullptr) || (!Chunk->IsValid()))
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if ((Chunk == nullptr) || (!Chunk->IsValid()))
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{
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{
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Chunk->SetPresence(cChunk::cpQueued);
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class cPrepareLoadCallback: public cChunkCoordCallback
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class cPrepareLoadCallback: public cChunkCoordCallback
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{
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{
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public:
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public:
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@ -2427,6 +2428,7 @@ bool cChunkMap::GenerateChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback *
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virtual void Call(int a_CBChunkX, int a_CBChunkZ) override
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virtual void Call(int a_CBChunkX, int a_CBChunkZ) override
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{
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{
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// The chunk has been loaded or an error occurred, check if it's valid now:
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// The chunk has been loaded or an error occurred, check if it's valid now:
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cCSLock Lock(m_ChunkMap.m_CSLayers);
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cChunkPtr CBChunk = m_ChunkMap.GetChunkNoLoad(a_CBChunkX, a_CBChunkZ);
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cChunkPtr CBChunk = m_ChunkMap.GetChunkNoLoad(a_CBChunkX, a_CBChunkZ);
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if (CBChunk == nullptr)
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if (CBChunk == nullptr)
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