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Fix crash for in_dagoth_bridge00.nif (Fixes #1561)
This one is causing trouble by using an unnamed node, will need some more work.
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@ -60,6 +60,12 @@ void animateCollisionShapes (std::map<OEngine::Physic::RigidBody*, OEngine::Phys
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{
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Ogre::Node* bone = animation->getNode(shapeIt->first);
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// FIXME: this will happen for nodes with empty names. Ogre's SkeletonInstance::cloneBoneAndChildren
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// will assign an auto-generated name if the bone name was empty. We could use the bone handle instead of
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// the bone name, but that is a bit tricky to retrieve.
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if (bone == NULL)
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continue;
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btCompoundShape* compound = dynamic_cast<btCompoundShape*>(instance.mCompound);
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btTransform trans;
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