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-rw-r--r--src/ClientHandle.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp
index ec1bebe8d..28fcb0d37 100644
--- a/src/ClientHandle.cpp
+++ b/src/ClientHandle.cpp
@@ -430,13 +430,13 @@ bool cClientHandle::StreamNextChunk(void)
cCSLock Lock(m_CSChunkLists);
// High priority: Load the chunks that are in the view-direction of the player (with a radius of 3)
- for (size_t Range = 0; Range < (size_t)m_ViewDistance; Range++)
+ for (int Range = 0; Range < m_ViewDistance; Range++)
{
Vector3d Vector = Position + LookVector * cChunkDef::Width * Range;
// Get the chunk from the x/z coords.
int RangeX, RangeZ = 0;
- cChunkDef::BlockToChunk((int)std::floor(Vector.x), (int)std::floor(Vector.z), RangeX, RangeZ);
+ cChunkDef::BlockToChunk(FloorC(Vector.x), FloorC(Vector.z), RangeX, RangeZ);
for (size_t X = 0; X < 7; X++)
{
@@ -471,13 +471,13 @@ bool cClientHandle::StreamNextChunk(void)
// Medium priority: Load the chunks that are behind the player
LookVector = m_Player->GetLookVector() * -1;
- for (size_t Range = 0; Range < 3; Range++)
+ for (int Range = 0; Range < 3; Range++)
{
Vector3d Vector = Position + LookVector * cChunkDef::Width * Range;
// Get the chunk from the x/z coords.
int RangeX, RangeZ = 0;
- cChunkDef::BlockToChunk((int)std::floor(Vector.x), (int)std::floor(Vector.z), RangeX, RangeZ);
+ cChunkDef::BlockToChunk(FloorC(Vector.x), FloorC(Vector.z), RangeX, RangeZ);
for (size_t X = 0; X < 7; X++)
{