hopefully prevent a index out of bounds exception
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@@ -257,8 +257,12 @@ public class LodBufferBuilder
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int zAdj;
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int chunkXdist;
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int chunkZdist;
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short gameChunkRenderDistance = (short) (renderer.vanillaRenderedChunks.length / 2 - 1);
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//long dataPoint;
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// keep a local version so we don't have to worry about indexOutOfBounds Exceptions
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// if it changes in the LodRenderer while we are working here
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boolean[][] vanillaRenderedChunks = renderer.vanillaRenderedChunks;
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short gameChunkRenderDistance = (short) (vanillaRenderedChunks.length / 2 - 1);
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for (int index = 0; index < posToRender.getNumberOfPos(); index++)
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{
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detailLevel = posToRender.getNthDetailLevel(index);
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@@ -270,7 +274,7 @@ public class LodBufferBuilder
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if (gameChunkRenderDistance >= Math.abs(chunkXdist)
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&& gameChunkRenderDistance >= Math.abs(chunkZdist)
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&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
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&& renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1])
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&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1])
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{
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continue;
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}
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@@ -285,7 +289,7 @@ public class LodBufferBuilder
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chunkZdist = LevelPosUtil.getChunkPos(detailLevel, zAdj) - playerChunkPos.z;
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if (gameChunkRenderDistance >= Math.abs(chunkXdist) && gameChunkRenderDistance >= Math.abs(chunkZdist))
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{
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if (!renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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if (!vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& posToRender.contains(detailLevel, xAdj, zAdj))
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{
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if (LodConfig.CLIENT.worldGenerator.lodQualityMode.get() == LodQualityMode.HEIGHTMAP)
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