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don't need cast, conversion is implicit
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@ -1149,9 +1149,9 @@ void CNew3D::CacheModel(Model *m, const UINT32 *data)
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UINT32 it = vData[3];
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// Decode vertices
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p.v[j].pos[0] = (GLfloat)(((INT32)ix) >> 8) * m_vertexFactor;
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p.v[j].pos[1] = (GLfloat)(((INT32)iy) >> 8) * m_vertexFactor;
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p.v[j].pos[2] = (GLfloat)(((INT32)iz) >> 8) * m_vertexFactor;
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p.v[j].pos[0] = (((INT32)ix) >> 8) * m_vertexFactor;
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p.v[j].pos[1] = (((INT32)iy) >> 8) * m_vertexFactor;
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p.v[j].pos[2] = (((INT32)iz) >> 8) * m_vertexFactor;
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// Per vertex normals
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if (ph.SmoothShading()) {
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