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minor chunk refactor
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@@ -99,9 +99,8 @@ void PlayerManager::removePlayerFromChunks(std::vector<Chunk*> chunks, CNSocket*
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}
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}
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// remove us from that old stinky chunk (+ a sanity check)
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if (ChunkManager::chunks.find(players[sock].chunkPos) != ChunkManager::chunks.end())
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ChunkManager::chunks[players[sock].chunkPos]->players.erase(sock);
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// remove us from that old stinky chunk
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ChunkManager::removePlayer(players[sock].chunkPos, sock);
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}
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void PlayerManager::addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock) {
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@@ -169,7 +168,7 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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return;
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// add player to chunk
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std::vector<Chunk*> allChunks = ChunkManager::grabChunks(newPos.first, newPos.second);
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std::vector<Chunk*> allChunks = ChunkManager::grabChunks(newPos);
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// first, remove all the old npcs & players from the old chunks
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removePlayerFromChunks(ChunkManager::getDeltaChunks(view.currentChunks, allChunks), sock);
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