memory related refactor
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@@ -10,18 +10,18 @@
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static debug::Logger logger("level-control");
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LevelController::LevelController(EngineSettings& settings, Level* level)
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: settings(settings), level(level),
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blocks(std::make_unique<BlocksController>(level, settings.chunks.padding.get())),
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chunks(std::make_unique<ChunksController>(level, settings.chunks.padding.get())),
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player(std::make_unique<PlayerController>(level, settings, blocks.get())) {
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LevelController::LevelController(EngineSettings& settings, std::unique_ptr<Level> level)
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: settings(settings), level(std::move(level)),
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blocks(std::make_unique<BlocksController>(this->level.get(), settings.chunks.padding.get())),
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chunks(std::make_unique<ChunksController>(this->level.get(), settings.chunks.padding.get())),
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player(std::make_unique<PlayerController>(this->level.get(), settings, blocks.get())) {
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scripting::on_world_load(this);
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}
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void LevelController::update(float delta, bool input, bool pause) {
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player->update(delta, input, pause);
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glm::vec3 position = player->getPlayer()->hitbox->position;
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glm::vec3 position = player->getPlayer()->hitbox->position;
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level->loadMatrix(position.x, position.z,
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settings.chunks.loadDistance.get() +
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settings.chunks.padding.get() * 2);
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