[ClientChunk] Cleaned useless code.
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@ -35,13 +35,6 @@ u32 ClientChunk::chunkUpdatesPerSec = 0;
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u32 ClientChunk::chunkUpdateCounter = 0;
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u64 ClientChunk::chunkUpdateTime = 0;
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// bool ClientChunk::isMeshingTime() {
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// u32 currentTime = gk::GameClock::getInstance().getTicks(true);
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// if (m_lastMeshingTime == 0)
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// m_lastMeshingTime = currentTime;
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// return (currentTime - m_lastMeshingTime > 1000); // Only one chunk update every second
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// }
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void ClientChunk::update() {
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m_lightmap.updateLights();
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@ -60,8 +53,6 @@ void ClientChunk::process() {
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m_verticesCount = m_builder.buildChunk(*this, m_vbo);
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++ClientChunk::chunkUpdateCounter;
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m_lastMeshingTime = gk::GameClock::getInstance().getTicks(true);
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}
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}
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@ -41,8 +41,6 @@ class ClientChunk : public Chunk {
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ClientChunk(s32 x, s32 y, s32 z, const Dimension &dimension, World &world, TextureAtlas &textureAtlas)
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: Chunk(x, y, z, world), m_dimension(dimension), m_textureAtlas(textureAtlas), m_builder{textureAtlas} {}
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// bool isMeshingTime();
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void update() final;
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void process() final;
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@ -82,8 +80,6 @@ class ClientChunk : public Chunk {
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bool m_isReadyForMeshing = false;
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bool m_isTooFar = false;
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bool m_hasBeenDrawn = false;
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u32 m_lastMeshingTime = 0;
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};
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#endif // CLIENTCHUNK_HPP_
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