Use DataWrite in a few more places.
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@ -97,10 +97,10 @@ void LOADERDECL PosMtx_ReadDirect_UByte()
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void LOADERDECL PosMtx_Write()
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{
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*VertexManager::s_pCurBufferPointer++ = s_curposmtx;
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*VertexManager::s_pCurBufferPointer++ = 0;
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*VertexManager::s_pCurBufferPointer++ = 0;
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*VertexManager::s_pCurBufferPointer++ = 0;
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DataWrite<u8>(s_curposmtx);
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DataWrite<u8>(0);
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DataWrite<u8>(0);
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DataWrite<u8>(0);
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}
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void LOADERDECL UpdateBoundingBoxPrepare()
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@ -166,24 +166,22 @@ void LOADERDECL TexMtx_ReadDirect_UByte()
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void LOADERDECL TexMtx_Write_Float()
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{
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*(float*)VertexManager::s_pCurBufferPointer = (float)s_curtexmtx[s_texmtxwrite++];
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VertexManager::s_pCurBufferPointer += 4;
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DataWrite(float(s_curtexmtx[s_texmtxwrite++]));
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}
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void LOADERDECL TexMtx_Write_Float2()
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{
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((float*)VertexManager::s_pCurBufferPointer)[0] = 0;
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((float*)VertexManager::s_pCurBufferPointer)[1] = (float)s_curtexmtx[s_texmtxwrite++];
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VertexManager::s_pCurBufferPointer += 8;
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DataWrite(0.f);
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DataWrite(float(s_curtexmtx[s_texmtxwrite++]));
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}
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void LOADERDECL TexMtx_Write_Float4()
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{
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((float*)VertexManager::s_pCurBufferPointer)[0] = 0;
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((float*)VertexManager::s_pCurBufferPointer)[1] = 0;
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((float*)VertexManager::s_pCurBufferPointer)[2] = s_curtexmtx[s_texmtxwrite++];
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((float*)VertexManager::s_pCurBufferPointer)[3] = 0; // Just to fill out with 0.
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VertexManager::s_pCurBufferPointer += 16;
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DataWrite(0.f);
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DataWrite(0.f);
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DataWrite(float(s_curtexmtx[s_texmtxwrite++]));
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// Just to fill out with 0.
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DataWrite(0.f);
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}
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VertexLoader::VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr)
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