Move make_unique into a namespace to avoid ADL issues
this prevents VS finding std::make_unique for constructors that take types from std
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@@ -621,18 +621,18 @@ void cWorld::Start(void)
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InitialiseAndLoadMobSpawningValues(IniFile);
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SetTimeOfDay(IniFile.GetValueSetI("General", "TimeInTicks", GetTimeOfDay()));
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m_ChunkMap = make_unique<cChunkMap>(this);
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m_ChunkMap = cpp14::make_unique<cChunkMap>(this);
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// preallocate some memory for ticking blocks so we don't need to allocate that often
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m_BlockTickQueue.reserve(1000);
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m_BlockTickQueueCopy.reserve(1000);
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// Simulators:
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m_SimulatorManager = make_unique<cSimulatorManager>(*this);
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m_SimulatorManager = cpp14::make_unique<cSimulatorManager>(*this);
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m_WaterSimulator = InitializeFluidSimulator(IniFile, "Water", E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
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m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
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m_SandSimulator = make_unique<cSandSimulator>(*this, IniFile);
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m_FireSimulator = make_unique<cFireSimulator>(*this, IniFile);
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m_SandSimulator = cpp14::make_unique<cSandSimulator>(*this, IniFile);
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m_FireSimulator = cpp14::make_unique<cFireSimulator>(*this, IniFile);
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m_RedstoneSimulator = InitializeRedstoneSimulator(IniFile);
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// Water, Lava and Redstone simulators get registered in their initialize function.
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@@ -2680,7 +2680,7 @@ void cWorld::UnloadUnusedChunks(void)
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void cWorld::QueueUnloadUnusedChunks(void)
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{
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QueueTask(make_unique<cWorld::cTaskUnloadUnusedChunks>());
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QueueTask(cpp14::make_unique<cWorld::cTaskUnloadUnusedChunks>());
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}
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