move Chunks from Level to Player
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@@ -44,9 +44,9 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
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auto menu = engine->getGUI()->getMenu();
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menu->reset();
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controller = std::make_unique<LevelController>(engine, std::move(levelPtr));
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auto player = level->players->get(0);
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controller =
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std::make_unique<LevelController>(engine, std::move(levelPtr), player);
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playerController = std::make_unique<PlayerController>(
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settings,
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level,
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@@ -60,21 +60,21 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
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worldRenderer = std::make_unique<WorldRenderer>(
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engine, *frontend, player
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);
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hud = std::make_unique<Hud>(engine, *frontend, player);
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hud = std::make_unique<Hud>(engine, *frontend, *player);
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decorator = std::make_unique<Decorator>(
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*engine, *controller, *worldRenderer, assets, *player
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);
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keepAlive(settings.graphics.backlight.observe([=](bool) {
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controller->getLevel()->chunks->saveAndClear();
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player->chunks->saveAndClear();
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worldRenderer->clear();
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}));
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keepAlive(settings.camera.fov.observe([=](double value) {
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player->fpCamera->setFov(glm::radians(value));
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}));
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keepAlive(Events::getBinding(BIND_CHUNKS_RELOAD).onactived.add([=](){
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controller->getLevel()->chunks->saveAndClear();
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player->chunks->saveAndClear();
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worldRenderer->clear();
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}));
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