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start using CMemoryHeap
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@ -21,6 +21,7 @@
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#include "RenderBuffer.h"
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#include <rpworld.h>
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#include "WaterLevel.h"
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#include "MemoryHeap.h"
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float TEXTURE_ADDU;
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@ -1157,6 +1158,8 @@ CWaterLevel::AllocateBoatWakeArray()
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{
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CStreaming::MakeSpaceFor(14 * CDSTREAM_SECTOR_SIZE);
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PUSH_MEMID(MEMID_STREAM);
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ASSERT(ms_pWavyAtomic != NULL );
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RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic);
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@ -1230,6 +1233,8 @@ CWaterLevel::AllocateBoatWakeArray()
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RpGeometryUnlock(apGeomArray[geom]);
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}
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}
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POP_MEMID();
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}
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void
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