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authorTiger Wang <ziwei.tiger@outlook.com>2020-07-29 19:51:07 +0200
committerTiger Wang <ziwei.tiger@outlook.com>2020-08-02 16:52:06 +0200
commit71ffa76847f2c685958cafb01b0d3a684648f189 (patch)
tree918a5367f7c5273cf01f1d090ebcb610bf4833fc /src/Chunk.h
parentAlways use relative coordinates in AddBlock (diff)
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Diffstat (limited to '')
-rw-r--r--src/Chunk.h19
1 files changed, 3 insertions, 16 deletions
diff --git a/src/Chunk.h b/src/Chunk.h
index 884682962..0965f1997 100644
--- a/src/Chunk.h
+++ b/src/Chunk.h
@@ -158,18 +158,9 @@ public:
void SetBlock(Vector3i a_RelBlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
// SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense
- /** Queues block for ticking (m_ToTickQueue) */
- void QueueTickBlock(Vector3i a_RelPos);
-
- /** OBSOLETE, use the Vector3i-based overload instead.
- Queues block for ticking (m_ToTickQueue) */
- void QueueTickBlock(int a_RelX, int a_RelY, int a_RelZ)
- {
- return QueueTickBlock({a_RelX, a_RelY, a_RelZ});
- }
-
- /** Queues all 6 neighbors of the specified block for ticking (m_ToTickQueue). If any are outside the chunk, relays the checking to the proper neighboring chunk */
- void QueueTickBlockNeighbors(Vector3i a_RelPos);
+ /** Queues the position itself, and all 6 neighbors of the specified position for ticking (m_ToTickQueue).
+ If any are outside the chunk, relays the checking to the proper neighboring chunk. */
+ void QueueTickBlockNeighbors(Vector3i a_Position);
void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, bool a_SendToClients = true); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc.
void FastSetBlock(Vector3i a_RelPos, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, bool a_SendToClients = true)
@@ -525,10 +516,6 @@ public:
return UnboundedRelFastSetBlock({a_RelX, a_RelY, a_RelZ}, a_BlockType, a_BlockMeta);
}
- /** Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case)
- Ignores unsuccessful attempts */
- void UnboundedQueueTickBlock(Vector3i a_RelPos);
-
// Per-chunk simulator data: