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chore: rename critical section variable to a more accurate one
fix: call ``Renderer::CBuffTick`` at ``C4JRender::Tick`` in release mode
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@@ -488,7 +488,7 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
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StateSetVertexTextureUV(0.0f, 0.0f);
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TextureBindVertex(-1);
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InitializeCriticalSection(&rtl_critical_section100);
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InitializeCriticalSection(&m_commandBufferCS);
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reservedRendererDword1 = 0;
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activeVertexType = -1;
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