Use [[fallthrough]]; to mark whished fallthroughs
- closes https://github.com/assimp/assimp/issues/4654
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@@ -262,7 +262,8 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material &oldMat,
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unsigned int iWire = 1;
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mat.AddProperty<int>((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME);
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}
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// fallthrough
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[[fallthrough]];
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case D3DS::Discreet3DS::Gouraud:
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eShading = aiShadingMode_Gouraud;
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break;
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