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from unused PIX profiler events
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@@ -253,8 +253,6 @@ void LevelGenerationOptions::addAttribute(const std::wstring& attributeName,
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}
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void LevelGenerationOptions::processSchematics(LevelChunk* chunk) {
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PIXBeginNamedEvent(0, "Processing schematics for chunk (%d,%d)", chunk->x,
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chunk->z);
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AABB chunkBox(chunk->x * 16, 0, chunk->z * 16, chunk->x * 16 + 16,
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Level::maxBuildHeight, chunk->z * 16 + 16);
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for (auto it = m_schematicRules.begin(); it != m_schematicRules.end();
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@@ -277,12 +275,10 @@ void LevelGenerationOptions::processSchematics(LevelChunk* chunk) {
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delete bb;
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}
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}
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PIXEndNamedEvent();
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}
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void LevelGenerationOptions::processSchematicsLighting(LevelChunk* chunk) {
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PIXBeginNamedEvent(0, "Processing schematics (lighting) for chunk (%d,%d)",
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chunk->x, chunk->z);
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AABB chunkBox(chunk->x * 16, 0, chunk->z * 16, chunk->x * 16 + 16,
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Level::maxBuildHeight, chunk->z * 16 + 16);
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for (auto it = m_schematicRules.begin(); it != m_schematicRules.end();
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@@ -290,13 +286,12 @@ void LevelGenerationOptions::processSchematicsLighting(LevelChunk* chunk) {
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ApplySchematicRuleDefinition* rule = *it;
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rule->processSchematicLighting(&chunkBox, chunk);
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}
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PIXEndNamedEvent();
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}
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bool LevelGenerationOptions::checkIntersects(int x0, int y0, int z0, int x1,
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int y1, int z1) {
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PIXBeginNamedEvent(0, "Check Intersects");
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// As an optimisation, we can quickly discard things below a certain y which
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// makes most ore checks faster due to a) ores generally being below
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// ground/sea level and b) tutorial world additions generally being above
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@@ -340,7 +335,7 @@ bool LevelGenerationOptions::checkIntersects(int x0, int y0, int z0, int x1,
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if (intersects) break;
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}
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}
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PIXEndNamedEvent();
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return intersects;
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}
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