From c05d6ee88250c468c7408a645357e5f544cd1157 Mon Sep 17 00:00:00 2001 From: UnknownShadow200 Date: Tue, 11 Jul 2017 23:57:34 +1000 Subject: [PATCH] Fix blocks not being tinted in singleplayer. (Thanks Kingoscargames1) --- ClassicalSharp/Map/Formats/MapCw.Importer.cs | 1 + ClassicalSharp/Network/NetworkProcessor.cs | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/ClassicalSharp/Map/Formats/MapCw.Importer.cs b/ClassicalSharp/Map/Formats/MapCw.Importer.cs index b3e61303c..bdfd75d46 100644 --- a/ClassicalSharp/Map/Formats/MapCw.Importer.cs +++ b/ClassicalSharp/Map/Formats/MapCw.Importer.cs @@ -161,6 +161,7 @@ namespace ClassicalSharp.Map { // Fix for older ClassicalSharp versions which saved wrong fog density value if (data[0] == 0xFF) info.FogDensity[id] = 0; info.FogColour[id] = new FastColour(data[1], data[2], data[3]); + info.Tinted[id] = info.FogColour[id] != FastColour.Black && info.Name[id].IndexOf('#') >= 0; // TODO: nasty copy paste data = (byte[])compound["Coords"].Value; info.MinBB[id] = new Vector3(data[0] / 16f, data[1] / 16f, data[2] / 16f); diff --git a/ClassicalSharp/Network/NetworkProcessor.cs b/ClassicalSharp/Network/NetworkProcessor.cs index e828f82b4..b731dad68 100644 --- a/ClassicalSharp/Network/NetworkProcessor.cs +++ b/ClassicalSharp/Network/NetworkProcessor.cs @@ -223,7 +223,7 @@ namespace ClassicalSharp.Network { void OnNewMap(object sender, EventArgs e) { // wipe all existing entity states - for (int i = 0; i < 256; i++) + for (int i = 0; i < EntityList.MaxCount; i++) RemoveEntity((byte)i); }