From 93adbdce9a769b42baeb70f9ead5c7c6a35834b5 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Sat, 12 Sep 2020 19:57:44 +0100 Subject: Use tracing for explosions (#4845) * TNT: Implement tracing algorithm + Add intensity tracing * Fix iterating over all players to SendExplosion, even those not in range * Implemented TNT entity interaction * Fixed misaligned destruction tracing * Finalise TNT algorithm - Remove BlockArea and just use chunks Using SetBlock makes it so that we can update everything properly, and does appear to be faster. * BlockInfo learns about explosion attentuation * Rename Explodinator parameters * TNT: pull block destruction into common function Co-authored-by: Alexander Harkness --- src/ChunkMap.h | 3 --- 1 file changed, 3 deletions(-) (limited to 'src/ChunkMap.h') diff --git a/src/ChunkMap.h b/src/ChunkMap.h index 795672135..4a7e952b5 100644 --- a/src/ChunkMap.h +++ b/src/ChunkMap.h @@ -222,9 +222,6 @@ public: If any chunk in the box is missing, ignores the entities in that chunk silently. */ bool ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a_Callback); // Lua-accessible - /** Destroys and returns a list of blocks destroyed in the explosion at the specified coordinates */ - void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, cVector3iArray & a_BlockAffected); - /** Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found and callback returned false. */ bool DoWithEntityByID(UInt32 a_EntityID, cEntityCallback a_Callback) const; // Lua-accessible -- cgit v1.2.3