Fix compilation.
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@ -360,9 +360,9 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANS
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* NOTE2: Apparently texture transforms do NOT need reapplying
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*/
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PLIGHTINFOEL *lightChain = NULL;
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This->modelview_valid = FALSE;
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This->view_ident = !memcmp(lpmatrix, identity, 16*sizeof(float));
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PLIGHTINFOEL *lightChain = NULL;
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode(GL_MODELVIEW)");
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