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== refresh_chunk ==
[world], locationArray |- ! scope="row" | Throws | [[../objects/ms.lang.CastException|ms.lang.CastException]]
[[../objects/ms.lang.FormatException|ms.lang.FormatException]]
[[../objects/com.commandhelper.InvalidWorldException|com.commandhelper.InvalidWorldException]] |- ! scope="row" | Since | 3.3.0 |- ! scope="row" | Restricted |
This is not guaranteed to work reliably! Resends the chunk data to all clients, using the specified world or current player's world.
=== Vital Info ===
{| style="width: 40%;" cellspacing="1" cellpadding="1" border="1" class="wikitable"
|-
! scope="col" width="20%" |
! scope="col" width="80%" |
|-
! scope="row" | Name
| refresh_chunk
|-
! scope="row" | Returns
| void
|-
! scope="row" | Usages
| [world], x, z [world], locationArray |- ! scope="row" | Throws | [[../objects/ms.lang.CastException|ms.lang.CastException]]
[[../objects/ms.lang.FormatException|ms.lang.FormatException]]
[[../objects/com.commandhelper.InvalidWorldException|com.commandhelper.InvalidWorldException]] |- ! scope="row" | Since | 3.3.0 |- ! scope="row" | Restricted |
Yes
|-
! scope="row" | Optimizations
| None
|}
=== Usages ===
refresh_chunk([world], x, z)
refresh_chunk([world], locationArray)=== Examples === Sorry, there are no examples for this function! :(
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