Remove superfluous bit shift
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@ -291,15 +291,15 @@ void LOADERDECL UpdateBoundingBox()
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return;
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// Check points for bounds
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u8 b0 = ((p0.x > 0) ? 1 : 0) | (((p0.y > 0) ? 1 : 0) << 1) | (((p0.x > 607) ? 1 : 0) << 2) | (((p0.y > 479) ? 1 : 0) << 3);
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u8 b1 = ((p1.x > 0) ? 1 : 0) | (((p1.y > 0) ? 1 : 0) << 1) | (((p1.x > 607) ? 1 : 0) << 2) | (((p1.y > 479) ? 1 : 0) << 3);
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u8 b0 = ((p0.x > 0) ? 1 : 0) | ((p0.y > 0) ? 2 : 0) | ((p0.x > 607) ? 4 : 0) | ((p0.y > 479) ? 8 : 0);
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u8 b1 = ((p1.x > 0) ? 1 : 0) | ((p1.y > 0) ? 2 : 0) | ((p1.x > 607) ? 4 : 0) | ((p1.y > 479) ? 8 : 0);
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// Let's be practical... If we only have a line, setting b2 to 3 saves an "if"-clause later on
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u8 b2 = 3;
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// Otherwise if we have a triangle, we need to check the third point
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if (numPoints == 3)
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b2 = ((p2.x > 0) ? 1 : 0) | (((p2.y > 0) ? 1 : 0) << 1) | (((p2.x > 607) ? 1 : 0) << 2) | (((p2.y > 479) ? 1 : 0) << 3);
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b2 = ((p2.x > 0) ? 1 : 0) | ((p2.y > 0) ? 2 : 0) | ((p2.x > 607) ? 4 : 0) | ((p2.y > 479) ? 8 : 0);
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// These are the internal bbox vars
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s32 left = 608, right = -1, top = 480, bottom = -1;
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