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hihihihihih
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@ -782,9 +782,7 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
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int count = 0;
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int dbgNotVisible = 0, dbgNoIdx = 0, dbgEmpty = 0, dbgCalled = 0, dbgCallOk = 0;
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ClipChunk *pClipChunk = chunks[playerIndex].data;
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//unsigned char emptyFlag = LevelRenderer::CHUNK_FLAG_EMPTY0 << layer;
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unsigned char emptyFlag = 0;
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unsigned char emptyFlag = LevelRenderer::CHUNK_FLAG_EMPTY0 << 0;
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for( int i = 0; i < chunks[playerIndex].length; i++, pClipChunk++ )
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{
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if( !pClipChunk->visible ) { dbgNotVisible++; continue; }
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