Did some static analysis, fixed some bugs and optimized a lot of code
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@@ -288,7 +288,7 @@ bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Min, const Vector3d &
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Coeff = c;
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}
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c = a_Line1.LineCoeffToXZPlane(a_Line2, a_Max.y);
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if ((c >= 0) && (c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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{
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Face = (a_Line1.y > a_Line2.y) ? BLOCK_FACE_YP : BLOCK_FACE_YM;
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Coeff = c;
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