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	Don't create entities and particles when only the skeleton base is needed
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						07c24e0382
					
				
					 1 changed files with 7 additions and 8 deletions
				
			
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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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					    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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					                              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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					    {
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        // Do not create objects for the collision shape (includes all children)
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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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					        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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        }
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					        }
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        if(node->recType == Nif::RC_NiAutoNormalParticles ||
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					        if((node->recType == Nif::RC_NiAutoNormalParticles ||
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           node->recType == Nif::RC_NiRotatingParticles)
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					            node->recType == Nif::RC_NiRotatingParticles) && !(flags&0x40000000))
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        {
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					        {
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            Ogre::ParticleSystem *partsys = createParticleSystem(name, group, sceneMgr, objectlist.mSkelBase, node);
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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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					            if(partsys != NULL)
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					@ -614,8 +614,7 @@ class NIFObjectLoader
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    {
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					    {
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        /* This creates an empty mesh to which a skeleton gets attached. This
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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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					         * 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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					         * other entities are attached to bones and not skinned. */
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         * instead of skinned. */
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        Ogre::MeshManager &meshMgr = Ogre::MeshManager::getSingleton();
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					        Ogre::MeshManager &meshMgr = Ogre::MeshManager::getSingleton();
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        if(meshMgr.getByName(name).isNull())
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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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					            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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					    }
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public:
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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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					    {
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        Nif::NIFFile::ptr nif = Nif::NIFFile::create(name);
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					        Nif::NIFFile::ptr nif = Nif::NIFFile::create(name);
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        if(nif->numRoots() < 1)
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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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					            // Create a base skeleton entity if this NIF needs one
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            createSkelBase(name, group, sceneMgr, node, objectlist);
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					            createSkelBase(name, group, sceneMgr, node, objectlist);
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        }
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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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};
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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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					    ObjectList objectlist;
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    Misc::StringUtils::toLower(name);
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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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					    return objectlist;
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}
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					}
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