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hopefully this fixes some more...
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@@ -567,7 +567,6 @@ TerrainQuadTree::Node * TerrainQuadTree::Node::findChunkNode (const ProceduralTe
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TerrainQuadTree::Node * TerrainQuadTree::Node::findFirstRenderablePeerNeighbor (const TerrainQuadTree::Node * const otherNode, const int dir)
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{
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NOT_NULL (this);
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NOT_NULL (otherNode);
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const int dir_offsets[4][2] =
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@@ -595,7 +594,6 @@ TerrainQuadTree::Node * TerrainQuadTree::Node::findFirstRenderablePeerNeighbor (
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TerrainQuadTree::Node * TerrainQuadTree::Node::findFirstRenderableLowerNeighbor (const TerrainQuadTree::Node * const otherNode, const int dir)
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{
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NOT_NULL (this);
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NOT_NULL (otherNode);
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const int halfSize = otherNode->getSize () / 2;
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@@ -758,7 +758,7 @@ void AffectorRiver::createWaterTables (ArrayList<AffectorRiver::WaterTable>& wat
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const Vector2d currentEndRight = currentEnd + currentNormal * waterWidth;
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const Vector2d& previousStart = !atStart ? m_pointList [i - 1] : m_pointList [i];
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const Vector2d& previousEnd = !atStart ? m_pointList [i] : m_pointList [i];
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const Vector2d& previousEnd = m_pointList [i];
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const Vector2d previousSegment = previousEnd - previousStart;
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const Vector2d previousDirection = !atStart ? Vector2d::normalized (previousSegment) : currentDirection;
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const Vector2d previousNormal = !atStart ? Vector2d::normal (previousDirection, false) : currentNormal;
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@@ -768,7 +768,7 @@ void AffectorRiver::createWaterTables (ArrayList<AffectorRiver::WaterTable>& wat
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const Vector2d previousEndLeft = previousEnd - previousNormal * waterWidth;
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const Vector2d previousEndRight = previousEnd + previousNormal * waterWidth;
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const Vector2d& nextStart = !atEndNext ? m_pointList [i + 1] : m_pointList [i + 1];
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const Vector2d& nextStart = m_pointList [i + 1];
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const Vector2d& nextEnd = !atEndNext ? m_pointList [i + 2] : m_pointList [i + 1];
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const Vector2d nextSegment = nextEnd - nextStart;
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const Vector2d nextDirection = !atEndNext ? Vector2d::normalized (nextSegment) : currentDirection;
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