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Update ServerLevel.cpp
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@@ -1545,7 +1545,7 @@ int ServerLevel::runUpdate(void* lpParam)
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// 4J Stu - Grass and Lava ticks currently take up the majority of all tile updates, so I am limiting them
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int grassTicks = 0;
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int lavaTicks = 0;
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for( unsigned int iLev = 0; iLev < 3; ++iLev )
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for( unsigned int iLev = 0; iLev < 4; ++iLev )
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{
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EnterCriticalSection(&m_updateCS[iLev]);
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for( int i = 0; i < m_updateChunkCount[iLev]; i++ )
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