fix draw target accumulator bugs
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@ -93,9 +93,11 @@ public class DrawTargetAccumulator {
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* @param transform The transform of the call
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*/
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public void addCall(Vector3d position, Matrix4d transform){
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if(transforms.size() < count){
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transforms.get(count).set(transform);
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positions.get(count).set(position);
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if(transforms.size() > count){
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Matrix4d transformObj = transforms.get(this.count);
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Vector3d positionObj = positions.get(this.count);
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transformObj.set(transform);
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positionObj.set(position);
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} else {
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transforms.add(new Matrix4d(transform));
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positions.add(new Vector3d(position));
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@ -24,14 +24,16 @@ public class MacroDataUpdater {
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*/
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public static void update(Realm realm, MacroData macroData, Vector3d playerPos){
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//scan for all towns within update range
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for(Town town : macroData.getTowns()){
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//only generate data for towns that aren't already full resolution
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if(town.getResolution() == Town.TOWN_RES_MAX){
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continue;
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}
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Vector3d townPos = town.getPos();
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if(townPos.distance(playerPos) < TOWN_GENERATION_DIST){
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TownLayout.layoutTown(realm, macroData, town);
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if(macroData != null){
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for(Town town : macroData.getTowns()){
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//only generate data for towns that aren't already full resolution
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if(town.getResolution() == Town.TOWN_RES_MAX){
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continue;
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}
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Vector3d townPos = town.getPos();
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if(townPos.distance(playerPos) < TOWN_GENERATION_DIST){
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TownLayout.layoutTown(realm, macroData, town);
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}
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}
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}
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}
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