Slight performance improvements in cWorld::DoExplosiontAt()
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1397 0a769ca7-a7f5-676a-18bf-c427514a06d6master
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9b9a37e507
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fd534d18f1
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@ -708,11 +708,13 @@ void cWorld::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, i
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// TODO: implement explosion using cBlockArea / in cChunkMap, add damage to entities, add support for pickups, and implement block hardiness
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Vector3d explosion_pos = Vector3d(a_BlockX,a_BlockY,a_BlockZ);
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cVector3iArray BlocksAffected;
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for (int x = 0; x < a_ExplosionSize; x++)
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int ExplosionSizeInt = (int)a_ExplosionSize;
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BlocksAffected.reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt);
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for (int x = 0; x < ExplosionSizeInt; x++)
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{
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for (int y = 0; y < a_ExplosionSize; y++)
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for (int y = 0; y < ExplosionSizeInt; y++)
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{
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for (int z = 0; z < a_ExplosionSize; z++)
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for (int z = 0; z < ExplosionSizeInt; z++)
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{
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DigBlock(a_BlockX + x, a_BlockY + y, a_BlockZ + z);
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DigBlock(a_BlockX + x, a_BlockY - y, a_BlockZ + z);
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