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Use new retrieval function and add useful comments
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e3ebad3463
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@ -92,8 +92,8 @@ impl Player {
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};
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};
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let spawn_list: Vec<Arc<Entity>> = block.entities.iter()
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let spawn_list: Vec<Arc<Entity>> = block.entities.iter()
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.filter(|(entity_id, entity)| !spawned_list.contains(entity_id))
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.filter(|(entity_id, entity)| !spawned_list.contains(entity_id)) // If entity isn't spawned already...
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.filter(|(entity_id, entity)| entity.pos().sub(&self.pos).len() < Self::SPAWN_DISTANCE)
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.filter(|(entity_id, entity)| entity.pos().sub(&self.pos).len() < Self::SPAWN_DISTANCE) // ... and is close enough
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.map(|(entity_id, entity)| (*entity).clone())
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.map(|(entity_id, entity)| (*entity).clone())
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.collect();
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.collect();
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@ -104,7 +104,7 @@ impl Player {
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sent_ms: TimeManager::timestamp(),
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sent_ms: TimeManager::timestamp(),
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client_sequence_id: 0,
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client_sequence_id: 0,
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});
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});
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let world_level = self.db_manager.get_player_prop(self.player_id, proto::PropType::PropPlayerWorldLevel as u32).unwrap() as u32; // TODO: hardcoded value!
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let world_level = self.db_manager.get_player_world_level(self.player_id).unwrap() as u32; // TODO: hardcoded value!
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build_and_send!(self, player_id, metadata, SceneEntityAppearNotify {
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build_and_send!(self, player_id, metadata, SceneEntityAppearNotify {
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entity_list: spawn_list.iter().map(|e| e.convert(world_level, &self.json_manager, &self.db_manager)).collect(),
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entity_list: spawn_list.iter().map(|e| e.convert(world_level, &self.json_manager, &self.db_manager)).collect(),
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