Clean up redundant forced chunk updates for NPCs

This commit is contained in:
Gent S
2020-11-21 11:53:48 -05:00
parent c5fa397724
commit 665f28313a
3 changed files with 0 additions and 6 deletions

View File

@@ -44,7 +44,6 @@ void TableData::init() {
NPCManager::NPCs[nextId] = tmp;
NPCManager::updateNPCPosition(nextId, npc["x"], npc["y"], npc["z"], instanceID, npc["angle"]);
ChunkManager::updateNPCChunk(nextId, std::make_tuple(0, 0, 0), ChunkManager::chunkPosAt(npc["x"], npc["y"], instanceID));
nextId++;
if (npc["id"] == 641 || npc["id"] == 642)
@@ -212,7 +211,6 @@ void TableData::init() {
NPCManager::NPCs[nextId] = tmp;
MobManager::Mobs[nextId] = (Mob*)NPCManager::NPCs[nextId];
NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
ChunkManager::updateNPCChunk(nextId, std::make_tuple(0, 0, 0), ChunkManager::chunkPosAt(npc["iX"], npc["iY"], instanceID));
nextId++;
}