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* Fix a bug regarding bottom face rendering?
N.B. It's not in the original game. Not sure how they fixed it.
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@@ -47,10 +47,13 @@ Cube::Cube(ModelPart* a2, int a3, int a4, float x, float y, float z, int d, int
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m_faces[0] = PolygonQuad(&m_verts[5], &m_verts[1], &m_verts[2], &m_verts[6], m + f + d, n + f, m + f + d + f, n + f + e); // x2 face
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m_faces[1] = PolygonQuad(&m_verts[0], &m_verts[4], &m_verts[7], &m_verts[3], m, n + f, m + f, n + f + e); // x1 face
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m_faces[2] = PolygonQuad(&m_verts[5], &m_verts[4], &m_verts[0], &m_verts[1], m + f, n, m + f + d, n + f); // up face
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m_faces[3] = PolygonQuad(&m_verts[2], &m_verts[3], &m_verts[7], &m_verts[6], m + f + d, n, m + f + d + d, n + f); // down face
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m_faces[3] = PolygonQuad(&m_verts[7], &m_verts[6], &m_verts[2], &m_verts[3], m + f + d, n, m + f + d + d, n + f); // down face*
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m_faces[4] = PolygonQuad(&m_verts[1], &m_verts[0], &m_verts[3], &m_verts[2], m + f, n + f, m + f + d, n + f + e); // z1 face
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m_faces[5] = PolygonQuad(&m_verts[4], &m_verts[5], &m_verts[6], &m_verts[7], m + f + d + f, n + f, m + f + d + f + d, n + f + e); // z2 face
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// *N.B. The original game specifies the vertex ordering as 2, 3, 7, 6, but that renders the back side of the cow upside down.
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// This might not be proper form for the face, but we're disabling culling anyway so who cares.
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if (a2->field_18)
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{
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for (int i = 0; i < 6; i++)
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