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Use proper name and scope for vertex coordinate variables
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a23c98d468
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@ -205,17 +205,15 @@ namespace ESMTerrain
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osg::Vec3f normal;
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osg::Vec4ub color;
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std::size_t vertY = 0;
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std::size_t vertX = 0;
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LandCache cache;
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bool alteration = useAlteration();
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bool validHeightDataExists = false;
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std::size_t vertY_ = 0; // of current cell corner
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std::size_t baseVertY = 0; // of current cell corner
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for (int cellY = startCellY; cellY < startCellY + std::ceil(size); ++cellY)
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{
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std::size_t vertX_ = 0; // of current cell corner
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std::size_t baseVertX = 0; // of current cell corner
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std::size_t vertY = baseVertY;
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for (int cellX = startCellX; cellX < startCellX + std::ceil(size); ++cellX)
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{
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ESM::ExteriorCellLocation cellLocation(cellX, cellY, worldspace);
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@ -236,9 +234,9 @@ namespace ESMTerrain
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// Skip the first row / column unless we're at a chunk edge,
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// since this row / column is already contained in a previous cell
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// This is only relevant if we're creating a chunk spanning multiple cells
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if (vertY_ != 0)
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if (baseVertY != 0)
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colStart += increment;
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if (vertX_ != 0)
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if (baseVertX != 0)
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rowStart += increment;
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// Only relevant for chunks smaller than (contained in) one cell
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@ -249,10 +247,11 @@ namespace ESMTerrain
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int colEnd = std::min(
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static_cast<int>(colStart + std::min(1.f, size) * (landSize - 1) + 1), static_cast<int>(landSize));
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vertY = vertY_;
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vertY = baseVertY;
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std::size_t vertX = baseVertX;
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for (int col = colStart; col < colEnd; col += increment)
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{
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vertX = vertX_;
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vertX = baseVertX;
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for (int row = rowStart; row < rowEnd; row += increment)
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{
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int srcArrayIndex = col * landSize * 3 + row * 3;
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@ -321,13 +320,13 @@ namespace ESMTerrain
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}
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++vertY;
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}
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vertX_ = vertX;
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baseVertX = vertX;
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}
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vertY_ = vertY;
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baseVertY = vertY;
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assert(vertX_ == numVerts); // Ensure we covered whole area
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assert(baseVertX == numVerts); // Ensure we covered whole area
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}
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assert(vertY_ == numVerts); // Ensure we covered whole area
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assert(baseVertY == numVerts); // Ensure we covered whole area
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if (!validHeightDataExists && ESM::isEsm4Ext(worldspace))
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{
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