start to replace old C-style casts with static_cast or reinterpret_cast, avoid implicit casts
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@@ -419,7 +419,7 @@ inline bool BoundBox3<_Precision>::GetOctantFromVector (const Vector3<_Precision
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usNdx |= 2;
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if (isOnRayS ((MinZ + MaxZ)/2, MaxZ, rclVct.z)) // back/FRONT
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usNdx |= 4;
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rclOctant = (OCTANT) usNdx;
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rclOctant = static_cast<OCTANT>(usNdx);
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return true;
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}
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@@ -615,7 +615,7 @@ inline bool BoundBox3<_Precision>::IntersectionPoint (const Vector3<_Precision>
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// does intersection point lie in desired direction
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// or was found the opposing side?
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// -> scalar product of both direction vectors > 0 (angle < 90)
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rc = ((cVctRes - rcVct) * rcVctDir) >= (_Precision)0.0;
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rc = ((cVctRes - rcVct) * rcVctDir) >= 0.0;
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}
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}
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}
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