Core/Maps: Updated vmaps and some cleaups
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@@ -139,14 +139,10 @@ namespace Game.Collision
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if (liquid.iTilesX != 0 && liquid.iTilesY != 0)
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{
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uint size = (liquid.iTilesX + 1) * (liquid.iTilesY + 1);
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liquid.iHeight = new float[size];
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for (var i = 0; i < size; i++)
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liquid.iHeight[i] = reader.ReadSingle();
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liquid.iHeight = reader.ReadArray<float>(size);
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size = liquid.iTilesX * liquid.iTilesY;
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liquid.iFlags = new byte[size];
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for (var i = 0; i < size; i++)
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liquid.iFlags[i] = reader.ReadByte();
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liquid.iFlags = reader.ReadArray<byte>(size);
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}
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else
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{
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@@ -210,7 +206,9 @@ namespace Game.Collision
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vertices.Clear();
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iLiquid = null;
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iBound = reader.ReadStruct<AxisAlignedBox>();
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var lo = reader.Read<Vector3>();
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var hi = reader.Read<Vector3>();
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iBound = new AxisAlignedBox(lo, hi);
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iMogpFlags = reader.ReadUInt32();
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iGroupWMOID = reader.ReadUInt32();
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@@ -234,7 +232,7 @@ namespace Game.Collision
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count = reader.ReadUInt32();
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for (var i = 0; i < count; ++i)
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triangles.Add(reader.ReadStruct<MeshTriangle>());
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triangles.Add(reader.Read<MeshTriangle>());
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// read mesh BIH
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if (reader.ReadStringFromChars(4) != "MBIH")
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