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| WorldSections (int numSectionsX, int numSectionsY) |
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void | ClearMapDraw () |
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bool | GetNextMapDraw (Vector2 playerPos, out int x, out int y) |
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bool | MapSectionDrawn (int x, int y) |
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bool | SectionFramed (int x, int y) |
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bool | SectionLoaded (int x, int y) |
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bool | SectionNeedsRefresh (int x, int y) |
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void | SetAllFramedSectionsAsNeedingRefresh () |
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void | SetAllSectionsLoaded () |
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void | SetSectionAsRefreshed (int x, int y) |
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void | SetSectionFramed (int x, int y) |
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void | SetSectionLoaded (int x, int y) |
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void | SetTilesLoaded (int startX, int startY, int endXInclusive, int endYInclusive) |
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bool | TileLoaded (int tileX, int tileY) |
| Checks if the tile at the specified tile coordinate has been loaded for this client in a multiplayer game session. In multiplayer, sections of tiles are sent when the player visits them, so much of the map will not be loaded for a client. until visited. Modders may need to check this for client code that could potentially access unloaded tiles.
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bool | TilesLoaded (int startX, int startY, int endXInclusive, int endYInclusive) |
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