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chore: fix some minor typos
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@@ -397,7 +397,7 @@ namespace BSP
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nodeVec.emplace_back();
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cNode_t node;
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node.plane = nullptr; // initalised after the BSP tree has been loaded
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node.plane = nullptr; // initialised after the BSP tree has been loaded
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node.children[0] = loadBSPNode(clipMap, *tree.node->front);
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node.children[1] = loadBSPNode(clipMap, *tree.node->back);
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@@ -414,7 +414,7 @@ namespace BSP
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for (unsigned int vertIdx = 0; vertIdx < clipMap.vertCount; vertIdx++)
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{
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vec3_t vertex = clipMap.verts[vertIdx];
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// initalise AABB with the first vertex
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// initialise AABB with the first vertex
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if (vertIdx == 0)
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{
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worldMins = vertex;
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@@ -231,7 +231,7 @@ namespace BSP
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gfxWorld.dpvs.smodelDrawInsts = m_memory.Alloc<GfxStaticModelDrawInst>(modelCount);
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// visdata is written to by the game
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// all visdata is alligned by 128
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// all visdata is aligned by 128
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const auto alignedModelCount = utils::Align(modelCount, 128u);
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gfxWorld.dpvs.smodelVisDataCount = static_cast<unsigned int>(alignedModelCount);
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gfxWorld.dpvs.smodelVisData[0] = m_memory.Alloc<char>(alignedModelCount);
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