diff options
Diffstat (limited to '')
-rw-r--r-- | src/ClientHandle.cpp | 10 |
1 files changed, 4 insertions, 6 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp index cee35203e..f9b4fd327 100644 --- a/src/ClientHandle.cpp +++ b/src/ClientHandle.cpp @@ -67,7 +67,7 @@ float cClientHandle::FASTBREAK_PERCENTAGE; //////////////////////////////////////////////////////////////////////////////// // cClientHandle: -cClientHandle::cClientHandle(const AString & a_IPString, unsigned a_ViewDistance) : +cClientHandle::cClientHandle(const AString & a_IPString, int a_ViewDistance) : m_LastSentDimension(dimNotSet), m_ForgeHandshake(this), m_CurrentViewDistance(a_ViewDistance), @@ -473,7 +473,7 @@ bool cClientHandle::StreamNextChunk(void) cCSLock Lock(m_CSChunkLists); // High priority: Load the chunks that are in the view-direction of the player (with a radius of 3) - for (unsigned Range = 0; Range < m_CurrentViewDistance; Range++) + for (int Range = 0; Range < m_CurrentViewDistance; Range++) { Vector3d Vector = Position + LookVector * cChunkDef::Width * Range; @@ -513,10 +513,8 @@ bool cClientHandle::StreamNextChunk(void) } // Low priority: Add all chunks that are in range. (From the center out to the edge) - for (unsigned Range = 0; Range <= m_CurrentViewDistance; ++Range) // cycle through (square) distance, from nearest to furthest + for (int d = 0; d <= m_CurrentViewDistance; ++d) // cycle through (square) distance, from nearest to furthest { - const int d = static_cast<int>(Range); - // For each distance add chunks in a hollow square centered around current position: cChunkCoordsList CurcleChunks; for (int i = -d; i <= d; ++i) @@ -3271,7 +3269,7 @@ void cClientHandle::SetUsername(const AString & a_Username) -void cClientHandle::SetViewDistance(unsigned a_ViewDistance) +void cClientHandle::SetViewDistance(int a_ViewDistance) { m_RequestedViewDistance = a_ViewDistance; LOGD("%s is requesting ViewDistance of %d!", GetUsername().c_str(), m_RequestedViewDistance); |