Temp disabled loading of tilelist, as it was not loading the correct tiles for the maps.
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@@ -179,7 +179,7 @@ namespace Game.Maps
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{
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string tileListName = $"{Global.WorldMgr.GetDataPath()}/maps/{GetId():D4}.tilelist";
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// tile list is optional
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if (File.Exists(tileListName))
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/*if (File.Exists(tileListName))
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{
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using var reader = new BinaryReader(new FileStream(tileListName, FileMode.Open, FileAccess.Read));
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var mapMagic = reader.ReadUInt32();
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@@ -187,14 +187,14 @@ namespace Game.Maps
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if (mapMagic == MapConst.MapMagic && versionMagic == MapConst.MapVersionMagic)
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{
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var build = reader.ReadUInt32();
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byte[] tilesData = reader.ReadArray<byte>(MapConst.MaxGrids * MapConst.MaxGrids);
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bool[] tilesData = reader.ReadArray<bool>(MapConst.MaxGrids * MapConst.MaxGrids);
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for (int gx = 0; gx < MapConst.MaxGrids; ++gx)
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for (int gy = 0; gy < MapConst.MaxGrids; ++gy)
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_gridFileExists[GetBitsetIndex(gx, gy)] = tilesData[GetBitsetIndex(gx, gy)] == 49; // char of 1
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return;
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}
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}
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}*/
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for (int gx = 0; gx < MapConst.MaxGrids; ++gx)
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for (int gy = 0; gy < MapConst.MaxGrids; ++gy)
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@@ -378,7 +378,7 @@ namespace Game.Maps
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int gy = (int)(MapConst.CenterGridId - y / MapConst.SizeofGrids); //grid y
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// ensure GridMap is loaded
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if (_loadedGrids[GetBitsetIndex(gx, gy)] && loadIfMissing)
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if (!_loadedGrids[GetBitsetIndex(gx, gy)] && loadIfMissing)
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{
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lock(_loadLock)
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LoadMapAndVMapImpl(gx, gy);
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