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CModel: Mark CModelFlag instances as constexpr where applicable
Allows more runtime initializes to potentially be elided.
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@@ -1572,7 +1572,7 @@ void CPlayer::RenderReflectedPlayer(CStateManager& mgr) {
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}
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CPhysicsActor::Render(mgr);
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if (HasTransitionBeamModel()) {
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const CModelFlags flags(0, 0, 3, zeus::skWhite);
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constexpr CModelFlags flags(0, 0, 3, zeus::skWhite);
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x7f0_ballTransitionBeamModel->Render(mgr, x7f4_gunWorldXf, nullptr, flags);
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}
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break;
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