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Update ServerLevel.h
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@@ -138,7 +138,7 @@ public:
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static const int MAX_HANGING_ENTITIES = 400;
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static const int MAX_ITEM_ENTITIES = 200;
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static const int MAX_ARROW_ENTITIES = 200;
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static const int MAX_EXPERIENCEORB_ENTITIES = 50;
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static const int MAX_EXPERIENCEORB_ENTITIES = 200;
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static const int MAX_PRIMED_TNT = 20;
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static const int MAX_FALLING_TILE = 20;
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@@ -165,18 +165,18 @@ public:
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static const int MAX_UPDATES = 256;
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// Each of these need to be duplicated for each level in the current game. As we currently only have 2 (over/nether), making this constant
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static Level *m_level[3];
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static int m_updateChunkX[3][LEVEL_CHUNKS_TO_UPDATE_MAX];
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static int m_updateChunkZ[3][LEVEL_CHUNKS_TO_UPDATE_MAX];
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static int m_updateChunkCount[3];
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static int m_updateTileX[3][MAX_UPDATES];
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static int m_updateTileY[3][MAX_UPDATES];
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static int m_updateTileZ[3][MAX_UPDATES];
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static int m_updateTileCount[3];
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static int m_randValue[3];
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static Level *m_level[4];
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static int m_updateChunkX[4][LEVEL_CHUNKS_TO_UPDATE_MAX];
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static int m_updateChunkZ[4][LEVEL_CHUNKS_TO_UPDATE_MAX];
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static int m_updateChunkCount[4];
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static int m_updateTileX[4][MAX_UPDATES];
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static int m_updateTileY[4][MAX_UPDATES];
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static int m_updateTileZ[4][MAX_UPDATES];
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static int m_updateTileCount[4];
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static int m_randValue[4];
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static C4JThread::EventArray* m_updateTrigger;
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static CRITICAL_SECTION m_updateCS[3];
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static CRITICAL_SECTION m_updateCS[4];
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static C4JThread* m_updateThread;
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static int runUpdate(void* lpParam);
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