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cleanup: remove console branches from render texture and world helpers
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@@ -62,7 +62,7 @@ void ServerLevel::staticCtor() {
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m_updateThread = new C4JThread(runUpdate, NULL, "Tile update");
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m_updateThread->SetProcessor(CPU_CORE_TILE_UPDATE);
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#ifdef __ORBIS__
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#if 0
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m_updateThread->SetPriority(
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THREAD_PRIORITY_BELOW_NORMAL); // On Orbis, this core is also used for
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// Matching 2, and that priority of that
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@@ -488,7 +488,7 @@ void ServerLevel::tickTiles() {
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if (app.GetGameSettingsDebugMask() & (1L << eDebugSetting_RegularLightning))
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prob = 100;
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#ifdef __PSVITA__
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#if 0
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// AP - see CustomSet.h for and explanation
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for (int i = 0; i < chunksToPoll.end(); i += 1) {
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ChunkPos cp = chunksToPoll.get(i);
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@@ -955,7 +955,7 @@ void ServerLevel::save(bool force, ProgressListener* progressListener,
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if (progressListener != NULL)
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progressListener->progressStage(IDS_PROGRESS_SAVING_CHUNKS);
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#if defined(_XBOX_ONE) || defined(__ORBIS__)
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#if 0 || 0
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// Our autosave is a minimal save. All the chunks are saves by the constant
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// save process
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if (bAutosave) {
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@@ -1569,9 +1569,9 @@ int ServerLevel::runUpdate(void* lpParam) {
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LeaveCriticalSection(&m_updateCS[iLev]);
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}
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PIXEndNamedEvent();
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#ifdef __PS3__
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#if 0
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Sleep(10);
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#endif //__PS3__
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#endif //0
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}
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ShutdownManager::HasFinished(ShutdownManager::eRunUpdateThread);
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