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Normalize model positions when placing in the world
Have tested that placing a small and very large model both place and are located at the correct position.
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@@ -8,6 +8,7 @@
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#include "Database.h"
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#include "Game.h"
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#include "Sd0.h"
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#include "ZCompression.h"
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#include "Logger.h"
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@@ -44,10 +45,10 @@ uint32_t BrickByBrickFix::TruncateBrokenBrickByBrickXml() {
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}
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// Ignore the valgrind warning about uninitialized values. These are discarded later when we know the actual uncompressed size.
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std::unique_ptr<uint8_t[]> uncompressedChunk(new uint8_t[ZCompression::MAX_SD0_CHUNK_SIZE]);
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std::unique_ptr<uint8_t[]> uncompressedChunk(new uint8_t[Sd0::MAX_UNCOMPRESSED_CHUNK_SIZE]);
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int32_t err{};
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int32_t actualUncompressedSize = ZCompression::Decompress(
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compressedChunk.get(), chunkSize, uncompressedChunk.get(), ZCompression::MAX_SD0_CHUNK_SIZE, err);
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compressedChunk.get(), chunkSize, uncompressedChunk.get(), Sd0::MAX_UNCOMPRESSED_CHUNK_SIZE, err);
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if (actualUncompressedSize != -1) {
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uint32_t previousSize = completeUncompressedModel.size();
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