add extended blocks (block size property)
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+11
-1
@@ -17,10 +17,14 @@ class ContentIndices;
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class Chunk;
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class WorldFiles;
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class LevelEvents;
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class Block;
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/* Player-centred chunks matrix */
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class Chunks {
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const ContentIndices* const contentIds;
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void eraseSegments(const Block* def, blockstate state, int x, int y, int z);
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void repairSegments(const Block* def, blockstate state, int x, int y, int z);
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public:
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std::vector<std::shared_ptr<Chunk>> chunks;
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std::vector<std::shared_ptr<Chunk>> chunksSecond;
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@@ -40,10 +44,16 @@ public:
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Chunk* getChunk(int32_t x, int32_t z);
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Chunk* getChunkByVoxel(int32_t x, int32_t y, int32_t z);
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voxel* get(int32_t x, int32_t y, int32_t z);
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voxel* get(int32_t x, int32_t y, int32_t z) const;
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inline voxel* get(glm::ivec3 pos) {
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return get(pos.x, pos.y, pos.z);
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}
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light_t getLight(int32_t x, int32_t y, int32_t z);
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ubyte getLight(int32_t x, int32_t y, int32_t z, int channel);
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void set(int32_t x, int32_t y, int32_t z, uint32_t id, blockstate state);
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glm::ivec3 seekOrigin(glm::ivec3 pos, const Block* def, blockstate state);
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voxel* rayCast(
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glm::vec3 start,
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