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Simplify chunks_set() in TerrainWorld.
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@ -471,49 +471,39 @@ Vector<Variant> TerrainWorld::chunks_get() {
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}
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void TerrainWorld::chunks_set(const Vector<Variant> &chunks) {
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if (is_inside_tree()) {
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for (int i = 0; i < _chunks_vector.size(); ++i) {
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Ref<TerrainChunk> chunk = Ref<TerrainChunk>(_chunks_vector[i]);
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for (int i = 0; i < _chunks_vector.size(); ++i) {
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Ref<TerrainChunk> chunk = Ref<TerrainChunk>(_chunks_vector[i]);
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if (chunks.find(chunk) == -1) {
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chunk_remove_index(i);
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_generation_queue.erase(chunk);
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if (chunks.find(chunk) == -1) {
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chunk_remove_index(i);
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_generation_queue.erase(chunk);
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chunk->exit_tree();
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chunk->exit_tree();
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if (chunk->get_is_generating()) {
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chunk->cancel_build();
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}
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//never remove from this here
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//_generating.erase(chunk);
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--i;
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}
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}
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//add the difference
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for (int i = 0; i < chunks.size(); ++i) {
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Ref<TerrainChunk> chunk = Ref<TerrainChunk>(chunks[i]);
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if (!chunk.is_valid()) {
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continue;
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if (chunk->get_is_generating()) {
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chunk->cancel_build();
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}
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if (_chunks_vector.find(chunk) != -1) {
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continue;
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}
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//never remove from this here
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//_generating.erase(chunk);
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chunk_add(chunk, chunk->get_position_x(), chunk->get_position_z());
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--i;
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}
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} else {
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_chunks_vector.clear();
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}
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for (int i = 0; i < chunks.size(); ++i) {
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Ref<TerrainChunk> chunk = Ref<TerrainChunk>(chunks[i]);
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//add the difference
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for (int i = 0; i < chunks.size(); ++i) {
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Ref<TerrainChunk> chunk = Ref<TerrainChunk>(chunks[i]);
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_chunks_vector.push_back(chunk);
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if (!chunk.is_valid()) {
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continue;
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}
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if (_chunks_vector.find(chunk) != -1) {
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continue;
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}
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chunk_add(chunk, chunk->get_position_x(), chunk->get_position_z());
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}
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}
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