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Don't recalculate meshnode normals unnecessarily
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@@ -272,9 +272,9 @@ void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
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rotateMesh<&v3f::Y, &v3f::Z>(mesh, degrees);
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}
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void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
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void rotateMeshBy6dFacedir(scene::IMesh *mesh, u8 facedir)
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{
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int axisdir = facedir >> 2;
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u8 axisdir = facedir >> 2;
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facedir &= 0x03;
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switch (facedir) {
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case 1: rotateMeshXZby(mesh, -90); break;
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