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Merge pull request #1437 from Capostrophic/nodemapfix
Use constant nodeMap during part updating in creature animation
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commit
7688696765
1 changed files with 1 additions and 1 deletions
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@ -118,7 +118,7 @@ void CreatureWeaponAnimation::updatePart(PartHolderPtr& scene, int slot)
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osg::ref_ptr<osg::Node> node = mResourceSystem->getSceneManager()->getInstance(item.getClass().getModel(item));
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osg::ref_ptr<osg::Node> node = mResourceSystem->getSceneManager()->getInstance(item.getClass().getModel(item));
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const NodeMap& nodeMap = getNodeMap();
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const NodeMap& nodeMap = getNodeMap();
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NodeMap::const_iterator found = getNodeMap().find(Misc::StringUtils::lowerCase(bonename));
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NodeMap::const_iterator found = nodeMap.find(Misc::StringUtils::lowerCase(bonename));
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if (found == nodeMap.end())
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if (found == nodeMap.end())
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throw std::runtime_error("Can't find attachment node " + bonename);
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throw std::runtime_error("Can't find attachment node " + bonename);
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osg::ref_ptr<osg::Node> attached = SceneUtil::attach(node, mObjectRoot, bonename, found->second.get());
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osg::ref_ptr<osg::Node> attached = SceneUtil::attach(node, mObjectRoot, bonename, found->second.get());
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