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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-03-03 20:05:11 +0100
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-03-03 20:05:11 +0100
commit01b24d73eab6b0e708063d82f01ea9bb9296550c (patch)
tree6646ddda7a137b8960484b9fa2614683545e756a /source/ChunkMap.cpp
parentSimulators are woken up upon chunk load (diff)
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Diffstat (limited to '')
-rw-r--r--source/ChunkMap.cpp15
1 files changed, 15 insertions, 0 deletions
diff --git a/source/ChunkMap.cpp b/source/ChunkMap.cpp
index 824c7cbfe..00f40f093 100644
--- a/source/ChunkMap.cpp
+++ b/source/ChunkMap.cpp
@@ -274,6 +274,21 @@ cChunk * cChunkMap::FindChunk(int a_ChunkX, int a_ChunkZ)
+void cChunkMap::BroadcastAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkY(), a_Entity.GetChunkZ());
+ if (Chunk == NULL)
+ {
+ return;
+ }
+ // It's perfectly legal to broadcast packets even to invalid chunks!
+ Chunk->BroadcastAttachEntity(a_Entity, a_Vehicle);
+}
+
+
+
+
void cChunkMap::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude)
{
cCSLock Lock(m_CSLayers);