15 for (s16
z = bpmin.Z;
z <= bpmax.Z;
z++)
16 for (s16
x = bpmin.X;
x <= bpmax.X;
x++) {
18 MapSector *sector = new MapSector(this, p2d, gamedef);
19 m_sectors[p2d] = sector;
20 for (s16 y = bpmin.Y; y <= bpmax.Y; y++)
21 sector->createBlankBlock(y);
29 for (s16
z = bpmin.Z;
z <= bpmax.Z;
z++)
30 for (s16
x = bpmin.X;
x <= bpmax.X;
x++)
31 for (s16
y = bpmin.Y;
y <= bpmax.Y;
y++) {
DummyMap(IGameDef *gamedef, v3s16 bpmin, v3s16 bpmax)
Definition dummymap.h:13
bool maySaveBlocks() override
Definition dummymap.h:44
void fill(v3s16 bpmin, v3s16 bpmax, MapNode n)
Definition dummymap.h:27
void setNodeNoCheck(s16 x, s16 y, s16 z, MapNode n)
Definition mapblock.h:272
void expireIsAirCache()
Definition mapblock.cpp:308
Map(IGameDef *gamedef)
Definition map.cpp:24
MapBlock * getBlockNoCreateNoEx(v3s16 p)
Definition map.cpp:94
#define MAP_BLOCKSIZE
Definition constants.h:64
core::vector3d< s16 > v3s16
Definition irr_v3d.h:13
constexpr v3f x
Definition test_irr_matrix4.cpp:18
constexpr v3f y
Definition test_irr_matrix4.cpp:19
constexpr v3f z
Definition test_irr_matrix4.cpp:20