Core/Extractors: Fixed a possible issue with M2 model scaling
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@@ -128,7 +128,6 @@ Vec3D fixCoordSystem2(Vec3D v)
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}
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ModelInstance::ModelInstance(MPQFile& f, char const* ModelInstName, uint32 mapID, uint32 tileX, uint32 tileY, FILE *pDirfile)
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: model(NULL), d1(0), w(0.0f)
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{
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float ff[3];
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f.read(&id, 4);
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@@ -136,7 +135,8 @@ ModelInstance::ModelInstance(MPQFile& f, char const* ModelInstName, uint32 mapID
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pos = fixCoords(Vec3D(ff[0], ff[1], ff[2]));
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f.read(ff, 12);
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rot = Vec3D(ff[0], ff[1], ff[2]);
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f.read(&scale, 4);
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f.read(&scale, 2);
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f.read(&flags, 2);
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// scale factor - divide by 1024. blizzard devs must be on crack, why not just use a float?
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sc = scale / 1024.0f;
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