bugfix for slow crc issue detected, was not clearing a buffer, but network crc should play fine now.
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@ -2323,6 +2323,7 @@ void Faction::addCRC_DetailsForWorldFrame(int worldFrameCount,bool isNetworkServ
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unit->getRandom()->clearLastCaller();
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unit->clearNetworkCRCDecHpList();
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unit->clearParticleInfo();
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}
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if(crcWorldFrameDetails.size() > MAX_FRAME_CACHE) {
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