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chore: remove unused code
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@@ -515,7 +515,6 @@ namespace BSP
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// one for each surface causes physics bugs, as the entire bounding box is considered solid instead of the surface itself (for some reason).
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// so a partition is made for each triangle which removes the physics bugs but likely makes the game run slower
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const auto indexOfFirstTri = surface.indexOfFirstIndex / 3;
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const auto indexOfFirstVertex = surface.indexOfFirstVertex;
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for (auto triIdx = 0u; triIdx < surface.triCount; triIdx++)
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{
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CollisionPartition partition;
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@@ -61,8 +61,6 @@ namespace
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}
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}
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}
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std::string loadMapEnts() {}
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} // namespace
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namespace BSP
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