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refactor: begin unglobbing std::vector
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@@ -442,7 +442,7 @@ void LevelRenderer::allChanged(int playerIndex)
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}
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chunks[playerIndex] = ClipChunkArray(xChunks * yChunks * zChunks);
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// sortedChunks[playerIndex] = new vector<Chunk *>(xChunks * yChunks * zChunks); // 4J - removed - not sorting our chunks anymore
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// sortedChunks[playerIndex] = new std::vector<Chunk *>(xChunks * yChunks * zChunks); // 4J - removed - not sorting our chunks anymore
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int id = 0;
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int count = 0;
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@@ -520,7 +520,7 @@ void LevelRenderer::renderEntities(Vec3 *cam, Culler *culler, float a)
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// mc->gameRenderer->turnOnLightLayer(a); // 4J - brought forward from 1.8.2
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vector<std::shared_ptr<Entity> > entities = level[playerIndex]->getAllEntities();
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std::vector<std::shared_ptr<Entity> > entities = level[playerIndex]->getAllEntities();
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totalEntities = (int)entities.size();
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AUTO_VAR(itEndGE, level[playerIndex]->globalEntities.end());
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