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@ -212,9 +212,7 @@ LevelChunk *MultiPlayerChunkCache::create(int x, int z)
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// If we're sharing with the server, we'll need to calculate our heightmap now, which isn't shared. If we aren't sharing with the server,
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// then this will be calculated when the chunk data arrives.
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if( g_NetworkManager.IsHost() )
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{
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chunk->recalcHeightmapOnly();
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}
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// Successfully updated the cache
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EnterCriticalSection(&m_csLoadCreate);
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@ -309,4 +307,4 @@ void MultiPlayerChunkCache::dataReceived(int x, int z)
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if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return;
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int idx = ix * XZSIZE + iz;
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hasData[idx] = true;
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}
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}
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