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Avoid floor whenever possible
Signed-off-by: TheMode <themode@outlook.fr>
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@ -37,7 +37,7 @@ public final class ChunkUtils {
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CompletableFuture<Void> completableFuture = new CompletableFuture<>();
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CompletableFuture<Void> completableFuture = new CompletableFuture<>();
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AtomicInteger counter = new AtomicInteger(0);
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AtomicInteger counter = new AtomicInteger(0);
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for (long visibleChunk : chunks) {
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for (long visibleChunk : chunks) {
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// WARNING: if auto-load is disabled and no chunks are loaded beforehand, player will be stuck.
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// WARNING: if autoload is disabled and no chunks are loaded beforehand, player will be stuck.
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instance.loadOptionalChunk(getChunkCoordX(visibleChunk), getChunkCoordZ(visibleChunk))
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instance.loadOptionalChunk(getChunkCoordX(visibleChunk), getChunkCoordZ(visibleChunk))
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.thenAccept((chunk) -> {
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.thenAccept((chunk) -> {
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OptionalCallback.execute(eachCallback, chunk);
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OptionalCallback.execute(eachCallback, chunk);
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@ -93,8 +93,12 @@ public final class ChunkUtils {
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* @return the chunk X or Z based on the argument
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* @return the chunk X or Z based on the argument
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*/
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*/
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public static int getChunkCoordinate(double xz) {
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public static int getChunkCoordinate(double xz) {
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// Assume chunk horizontal size being 16 (4 bits)
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return getChunkCoordinate((int) Math.floor(xz));
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return (int) Math.floor(xz) >> 4;
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}
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public static int getChunkCoordinate(int xz) {
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// Assume chunk/section size being 16 (4 bits)
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return xz >> 4;
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}
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}
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/**
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/**
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