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@ -649,9 +649,6 @@ void NpcAnimation::updateParts()
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if (wasArrowAttached)
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attachArrow();
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if (mAlpha != 1.f)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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@ -918,9 +915,6 @@ void NpcAnimation::showWeapons(bool showWeapon)
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attachArrow();
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}
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}
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// Note: we will need to recreate shaders later if we use weapon sheathing anyway, so there is no point to update them here
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if (mAlpha != 1.f && !mWeaponSheathing)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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else
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{
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@ -932,10 +926,6 @@ void NpcAnimation::showWeapons(bool showWeapon)
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updateHolsteredWeapon(!mShowWeapons);
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updateQuiver();
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// Recreate shaders for invisible actors, otherwise sheath nodes will be visible
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if (mAlpha != 1.f && mWeaponSheathing)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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void NpcAnimation::showCarriedLeft(bool show)
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@ -953,8 +943,6 @@ void NpcAnimation::showCarriedLeft(bool show)
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if (iter->getTypeName() == typeid(ESM::Light).name() && mObjectParts[ESM::PRT_Shield])
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addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), iter->get<ESM::Light>()->mBase);
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}
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if (mAlpha != 1.f)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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else
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removeIndividualPart(ESM::PRT_Shield);
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