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authorfaketruth <faketruth@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-02-22 21:33:33 +0100
committerfaketruth <faketruth@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-02-22 21:33:33 +0100
commit3ca9b52ab28c5ffd4fe2a6e1789ca5320449b7c3 (patch)
treefea725ce4760f54eda46509eb32a90229f66d7b2 /source/cChunk.cpp
parentFixed a bug that no chunks were unloaded on the client. Now chunks are properly unloaded on the clients. (diff)
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Diffstat (limited to '')
-rw-r--r--source/cChunk.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/source/cChunk.cpp b/source/cChunk.cpp
index c8ba8ba4c..a011bde51 100644
--- a/source/cChunk.cpp
+++ b/source/cChunk.cpp
@@ -247,7 +247,11 @@ void cChunk::SetAllData(const char * a_BlockData, cEntityList & a_Entities, cBlo
(*itr)->GetUniqueID(), (*itr)->GetClass(),
m_PosX, m_PosZ
);
- delete *itr;
+
+ // Assert because this is a very curious case. These lines were executed once before, when a player died, re spawned, and walked around a bit. It's uncertain why an entity would be in the chunk in this case.
+ ASSERT(!"Unexpected entity in chunk!");
+
+ (*itr)->Destroy();
}
}
for (cBlockEntityList::iterator itr = m_BlockEntities.begin(); itr != m_BlockEntities.end(); ++itr)