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Possibly fixed all chunking desyncs
* Players/NPCs that initialize chunks now correctly pull their main chunk into their viewdata. * Tested on the public server, seems to have solved the chunking issues.
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@@ -27,6 +27,7 @@ namespace ChunkManager {
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extern std::map<std::tuple<int, int, uint64_t>, Chunk*> chunks;
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void newChunk(std::tuple<int, int, uint64_t> pos);
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void populateNewChunk(Chunk* chunk, std::tuple<int, int, uint64_t> pos);
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void addNPC(int posX, int posY, uint64_t instanceID, int32_t id);
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void addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock);
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bool removePlayer(std::tuple<int, int, uint64_t> chunkPos, CNSocket* sock);
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