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dammit unticked the wrong file
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@@ -21,10 +21,10 @@
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level boundaries are 4 times as big (-32768 to 32767)
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Collision calculations remain as fast as vanilla, at the cost of using far more RAM (16 times vanilla).
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64x64 collision cells.
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If you see "SURFACE POOL FULL" or "SURFACE NODE POOL FULL" in game, you should increase
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SURFACE_POOL_SIZE or SURFACE_NODE_POOL_SIZE, respectively, or reduce the amount of
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If you see "SURFACE POOL FULL" or "SURFACE NODE POOL FULL" in game, you should increase
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SURFACE_POOL_SIZE or SURFACE_NODE_POOL_SIZE, respectively, or reduce the amount of
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collision surfaces in your level.
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*/
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@@ -55,22 +55,18 @@
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#undef LEVEL_BOUNDARY_MAX // Undefine the old value to avoid compiler warnings
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#define LEVEL_BOUNDARY_MAX 0x2000L
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#define CELL_SIZE 0x400
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#define WORLD_SCALE 1.f
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#elif EXTENDED_BOUNDS_MODE == 1
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#undef LEVEL_BOUNDARY_MAX
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#define LEVEL_BOUNDARY_MAX 0x4000L
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#define CELL_SIZE 0x400
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#define WORLD_SCALE 2.f
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#elif EXTENDED_BOUNDS_MODE == 2
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#undef LEVEL_BOUNDARY_MAX
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#define LEVEL_BOUNDARY_MAX 0x2000L
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#define CELL_SIZE 0x200
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#define WORLD_SCALE 1.f
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#elif EXTENDED_BOUNDS_MODE == 3
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#undef LEVEL_BOUNDARY_MAX
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#define LEVEL_BOUNDARY_MAX 0x8000L
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#define CELL_SIZE 0x400
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#define WORLD_SCALE 4.f
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#endif
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STATIC_ASSERT(LEVEL_BOUNDARY_MAX != 0, "You must set a valid extended bounds mode!");
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