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@ -468,7 +468,7 @@ class NIFObjectLoader
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static void createObjects(const std::string &name, const std::string &group,
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Ogre::SceneManager *sceneMgr, const Nif::Node *node,
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ObjectList &objectlist, int flags=0)
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ObjectList &objectlist, int flags)
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{
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// Do not create objects for the collision shape (includes all children)
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if(node->recType == Nif::RC_RootCollisionNode)
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@ -585,8 +585,8 @@ class NIFObjectLoader
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}
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}
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if(node->recType == Nif::RC_NiAutoNormalParticles ||
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node->recType == Nif::RC_NiRotatingParticles)
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if((node->recType == Nif::RC_NiAutoNormalParticles ||
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node->recType == Nif::RC_NiRotatingParticles) && !(flags&0x40000000))
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{
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Ogre::ParticleSystem *partsys = createParticleSystem(name, group, sceneMgr, objectlist.mSkelBase, node);
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if(partsys != NULL)
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@ -614,8 +614,7 @@ class NIFObjectLoader
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{
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/* This creates an empty mesh to which a skeleton gets attached. This
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* is to ensure we have an entity with a skeleton instance, even if all
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* other meshes are hidden or entities attached to a specific node
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* instead of skinned. */
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* other entities are attached to bones and not skinned. */
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Ogre::MeshManager &meshMgr = Ogre::MeshManager::getSingleton();
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if(meshMgr.getByName(name).isNull())
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NIFMeshLoader::createMesh(name, name, group, ~(size_t)0);
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@ -625,7 +624,7 @@ class NIFObjectLoader
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}
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public:
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static void load(Ogre::SceneManager *sceneMgr, ObjectList &objectlist, const std::string &name, const std::string &group)
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static void load(Ogre::SceneManager *sceneMgr, ObjectList &objectlist, const std::string &name, const std::string &group, int flags=0)
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{
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Nif::NIFFile::ptr nif = Nif::NIFFile::create(name);
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if(nif->numRoots() < 1)
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@ -651,7 +650,7 @@ public:
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// Create a base skeleton entity if this NIF needs one
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createSkelBase(name, group, sceneMgr, node, objectlist);
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}
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createObjects(name, group, sceneMgr, node, objectlist);
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createObjects(name, group, sceneMgr, node, objectlist, flags);
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}
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};
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@ -739,7 +738,7 @@ ObjectList Loader::createObjectBase(Ogre::SceneManager *sceneMgr, std::string na
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ObjectList objectlist;
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Misc::StringUtils::toLower(name);
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NIFObjectLoader::load(sceneMgr, objectlist, name, group);
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NIFObjectLoader::load(sceneMgr, objectlist, name, group, 0xC0000000);
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return objectlist;
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}
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