Fixed Slow Rift Regeneration and Various Improvements #173
@@ -215,10 +215,7 @@ public class yCoordHelper
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{
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{
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for (int dz = -1; dz <= 1; dz++)
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for (int dz = -1; dz <= 1; dz++)
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{
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{
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if (!provider.chunkExists(chunkX + dx, chunkZ + dz))
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provider.loadChunk(chunkX, chunkZ);
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{
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provider.loadChunk(chunkX, chunkZ);
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}
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}
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}
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}
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}
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return target;
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return target;
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@@ -95,8 +95,8 @@ public class RiftRegenerator implements IRegularTickReceiver {
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return;
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return;
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// The chunk at the given location must be loaded.
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// The chunk at the given location must be loaded.
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// FIXME: I can't figure out how to check if a chunk is loaded.
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// Note: ChunkProviderServer.chunkExists() returns whether a chunk is
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// Will only check if the chunk exists for now. This isn't a big deal. --SenseiKiwi
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// loaded, not whether it has already been created.
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if (!world.getChunkProvider().chunkExists(x >> 4, z >> 4))
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if (!world.getChunkProvider().chunkExists(x >> 4, z >> 4))
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return;
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return;
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