Just some things I noticed
You do this in many places
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You store a cWorld pointer in the cRedStone class, but still you use cRoot::Get()->GetWorld() to get a world pointer... You can simply use m_World, because that's where you stored it.
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I just manually edit the makefile with a text editor, and the Visual Studio project is edited through Visual Studio
Alright, carry on
Code:
Redstone.cRedstone::ChangeRedstoneTorch( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false );
Should be written as
Redstone.ChangeRedstoneTorch( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false );
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You store a cWorld pointer in the cRedStone class, but still you use cRoot::Get()->GetWorld() to get a world pointer... You can simply use m_World, because that's where you stored it.
Code:
cClientHandle.cpp:
cRedstone Redstone(m_Player->GetWorld());
cRedstone.cpp:
cRedstone::cRedstone( cWorld* a_World )
:m_World ( a_World ) // This is the same as writing m_World = a_World; but faster
{
}
...
void cRedstone::ChangeRedstoneTorch( int fillx, int filly, int fillz, bool added )
{
...
cWorld* World = cRoot::Get()->GetWorld();
...
}
___________________________
I just manually edit the makefile with a text editor, and the Visual Studio project is edited through Visual Studio
Alright, carry on