Check for null tile entities when rendering arcane lock, fixes #305
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@@ -62,6 +62,8 @@ public class RenderArcaneLock {
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List<TileEntity> tileentities = new ArrayList<>(world.loadedTileEntityList);
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List<TileEntity> tileentities = new ArrayList<>(world.loadedTileEntityList);
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for(TileEntity tileentity : tileentities){
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for(TileEntity tileentity : tileentities){
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if(tileentity == null) continue; // What the heck VoxelMap
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if(tileentity.getDistanceSq(origin.x, origin.y, origin.z) <= tileentity.getMaxRenderDistanceSquared()
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if(tileentity.getDistanceSq(origin.x, origin.y, origin.z) <= tileentity.getMaxRenderDistanceSquared()
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&& tileentity.getTileData().hasUniqueId(ArcaneLock.NBT_KEY)){
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&& tileentity.getTileData().hasUniqueId(ArcaneLock.NBT_KEY)){
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