forked from cafeberry/cafeberry
chore: cleanup names
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@@ -1335,10 +1335,7 @@ void GameRenderer::renderLevel(float a, __int64 until)
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// 4J Stu - When rendering entities, in the end if the dragon is hurt or we have a lot of entities we can end up wrapping
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// our index into the temp Vec3 cache and overwrite the one that was storing the camera position
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// Fix for #77745 - TU9: Content: Gameplay: Items and mobs not belonging to end world are disappearing when Enderdragon is damaged.
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Vec3 *cameraPosTemp = cameraEntity->getPos(a);
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cameraPos->x = cameraPosTemp->x;
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cameraPos->y = cameraPosTemp->y;
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cameraPos->z = cameraPosTemp->z;
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Vec3 *cameraPos = cameraEntity->getPos(a);
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levelRenderer->renderEntities(cameraPos, frustum, a);
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#ifdef __PSVITA__
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// AP - make sure we're using the Alpha cut out effect for particles
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