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Fix m_IndexBuffer decompression when m_IndexFormat != 0. Close #147
This might be a game-specific behavior.. but it should be safe to add, in theory
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@@ -1238,7 +1238,9 @@ namespace AssetStudio
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//IndexBuffer
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if (m_CompressedMesh.m_Triangles.m_NumItems > 0)
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{
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m_IndexBuffer = Array.ConvertAll(m_CompressedMesh.m_Triangles.UnpackInts(), x => (uint)x);
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m_IndexBuffer = m_Use16BitIndices
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? Array.ConvertAll(m_CompressedMesh.m_Triangles.UnpackInts(), x => (uint)x)
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: MemoryMarshal.Cast<byte, uint>(m_CompressedMesh.m_Triangles.m_Data).ToArray(); //sus
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}
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//Color
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if (m_CompressedMesh.m_Colors?.m_NumItems > 0)
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