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Support loading text keys for objects without a skeleton
This means we can no longer map them to bone IDs, but they are unused anyway. Required to load text keys from the default head models (such as Talk: Start/Stop and Blink: Start/Stop)
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2 changed files with 2 additions and 6 deletions
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@ -1038,11 +1038,7 @@ class NIFObjectLoader
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{
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{
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const Nif::NiTextKeyExtraData *tk = static_cast<const Nif::NiTextKeyExtraData*>(e.getPtr());
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const Nif::NiTextKeyExtraData *tk = static_cast<const Nif::NiTextKeyExtraData*>(e.getPtr());
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if (scene->mSkelBase)
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extractTextKeys(tk, scene->mTextKeys);
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{
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int trgtid = NIFSkeletonLoader::lookupOgreBoneHandle(name, node->recIndex);
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extractTextKeys(tk, scene->mTextKeys[trgtid]);
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}
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}
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}
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else if(e->recType == Nif::RC_NiStringExtraData)
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else if(e->recType == Nif::RC_NiStringExtraData)
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{
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{
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@ -69,7 +69,7 @@ struct ObjectScene {
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// The maximum length on any of the controllers. For animations with controllers, but no text keys, consider this the animation length.
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// The maximum length on any of the controllers. For animations with controllers, but no text keys, consider this the animation length.
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float mMaxControllerLength;
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float mMaxControllerLength;
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std::map<int,TextKeyMap> mTextKeys;
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TextKeyMap mTextKeys;
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MaterialControllerManager mMaterialControllerMgr;
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MaterialControllerManager mMaterialControllerMgr;
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