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-rw-r--r--src/Entities/Pickup.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/src/Entities/Pickup.cpp b/src/Entities/Pickup.cpp
index aab534f41..87b5bed07 100644
--- a/src/Entities/Pickup.cpp
+++ b/src/Entities/Pickup.cpp
@@ -150,10 +150,14 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
}
}
- if (!IsDestroyed() && (m_Item.m_ItemCount < m_Item.GetMaxStackSize())) // Don't combine into an already full pickup
+ // Try to combine the pickup with adjacent same-item pickups:
+ if (!IsDestroyed() && (m_Item.m_ItemCount < m_Item.GetMaxStackSize())) // Don't combine if already full
{
+ // By using a_Chunk's ForEachEntity() instead of cWorld's, pickups don't combine across chunk boundaries.
+ // That is a small price to pay for not having to traverse the entire world for each entity.
+ // The speedup in the tick thread is quite considerable.
cPickupCombiningCallback PickupCombiningCallback(GetPosition(), this);
- m_World->ForEachEntity(PickupCombiningCallback); // Not ForEachEntityInChunk, otherwise pickups don't combine across chunk boundaries
+ a_Chunk.ForEachEntity(PickupCombiningCallback);
if (PickupCombiningCallback.FoundMatchingPickup())
{
m_World->BroadcastEntityMetadata(*this);