// Get new preallocated content from the buffer. // We don't check for size, because it must be done by higher game logic (reinicializing too destroyed level). public static LinkedListNode <MyVoxelContentCellContent> Allocate() { return(m_preallocatedContents.AllocateEx()); //// Get content from preallocated buffer and increase m_notCompressedIndex for following allocation //MyVoxelCellContent ambient = m_preallocatedContents[m_nextForAllocation]; //m_nextForAllocation++; //return ambient; }