refactor: cpp style casts
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@@ -69,14 +69,14 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
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continue;
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positions.insert(positions.end(), {
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(float)chunkX + tileX, (float)chunkY + tileY,
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(float)chunkX + tileX + 1, (float)chunkY + tileY,
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(float)chunkX + tileX, (float)chunkY + tileY + 1,
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static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY),
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static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY),
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static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY + 1),
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(float)chunkX + tileX + 1, (float)chunkY + tileY,
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(float)chunkX + tileX, (float)chunkY + tileY + 1,
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(float)chunkX + tileX + 1, (float)chunkY + tileY + 1,
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});
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static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY),
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static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY + 1),
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static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY + 1),
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});
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const td::game::Color* tileColor = world->GetTileColor(tile);
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@@ -178,7 +178,7 @@ GL::VertexArray LoadTileSelectModel() {
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int color = 255 << 24 | 255 << 16 | 255 << 8 | 150;
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float colorFloat;
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memcpy((std::uint8_t*)&colorFloat, &color, sizeof(float));
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memcpy(reinterpret_cast<std::uint8_t*>(&colorFloat), &color, sizeof(float));
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std::vector<float> colors(6, colorFloat);
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