Simplify some loops
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@ -346,9 +346,8 @@ class Program
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var indices = new List<int>();
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var cells = worldRep.Cells;
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for (var cellIdx = 0; cellIdx < cells.Length; cellIdx++)
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foreach (var cell in cells)
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{
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var cell = cells[cellIdx];
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var numPolys = cell.PolyCount;
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var numRenderPolys = cell.RenderPolyCount;
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var numPortalPolys = cell.PortalPolyCount;
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@ -361,7 +360,7 @@ class Program
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var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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var cellIdxOffset = 0;
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for (int polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
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for (var polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
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{
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var poly = cell.Polys[polyIdx];
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@ -373,7 +372,7 @@ class Program
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vertices.Add(vertex);
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}
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for (int j = 1; j < numPolyVertices - 1; j++)
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for (var j = 1; j < numPolyVertices - 1; j++)
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{
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indices.Add(meshIndexOffset);
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indices.Add(meshIndexOffset + j);
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@ -409,7 +408,7 @@ class Program
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var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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var cellIdxOffset = 0;
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for (int polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
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for (var polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
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{
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var poly = cell.Polys[polyIdx];
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var plane = cell.Planes[poly.PlaneId];
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