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im gonna ry it works im so happy
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@ -518,7 +518,7 @@ void LevelRenderer::renderEntities(Vec3 *cam, Culler *culler, float a)
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TileEntityRenderDispatcher::yOff = (player->yOld + (player->y - player->yOld) * a);
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TileEntityRenderDispatcher::zOff = (player->zOld + (player->z - player->zOld) * a);
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mc->gameRenderer->turnOnLightLayer(a); // 4J - brought forward from 1.8.2
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// mc->gameRenderer->turnOnLightLayer(a); // 4J - brought forward from 1.8.2
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vector<shared_ptr<Entity> > entities = level[playerIndex]->getAllEntities();
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totalEntities = (int)entities.size();
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@ -600,7 +600,7 @@ void LevelRenderer::renderEntities(Vec3 *cam, Culler *culler, float a)
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LeaveCriticalSection(&m_csRenderableTileEntities);
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mc->gameRenderer->turnOffLightLayer(a); // 4J - brought forward from 1.8.2
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// mc->gameRenderer->turnOffLightLayer(a); // 4J - brought forward from 1.8.2
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}
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wstring LevelRenderer::gatherStats1()
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@ -742,7 +742,7 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
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#if 1
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// 4J - cut down version, we're not using offsetted render lists, or a sorted chunk list, anymore
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mc->gameRenderer->turnOnLightLayer(alpha); // 4J - brought forward from 1.8.2
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// mc->gameRenderer->turnOnLightLayer(alpha); // 4J - brought forward from 1.8.2
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shared_ptr<Mob> player = mc->cameraTargetPlayer;
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double xOff = player->xOld + (player->x - player->xOld) * alpha;
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double yOff = player->yOld + (player->y - player->yOld) * alpha;
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@ -838,7 +838,7 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
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#endif // __PS3__
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glPopMatrix();
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mc->gameRenderer->turnOffLightLayer(alpha); // 4J - brought forward from 1.8.2
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// mc->gameRenderer->turnOffLightLayer(alpha); // 4J - brought forward from 1.8.2
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#else
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_renderChunks.clear();
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