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	Use raw pointer to node in glowupdater
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					 1 changed files with 3 additions and 3 deletions
				
			
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			@ -251,7 +251,7 @@ namespace MWRender
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    {
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    public:
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        GlowUpdater(int texUnit, osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures,
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            osg::ref_ptr<osg::Node> node, float duration, Resource::ResourceSystem* resourcesystem)
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            osg::Node* node, float duration, Resource::ResourceSystem* resourcesystem)
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            : mTexUnit(texUnit)
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            , mColor(color)
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            , mOriginalColor(color)
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			@ -367,7 +367,7 @@ namespace MWRender
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        osg::Vec4f mColor;
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        osg::Vec4f mOriginalColor; // for restoring the color of a permanent glow after a temporary glow on the object finishes
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        std::vector<osg::ref_ptr<osg::Texture2D> > mTextures;
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        osg::ref_ptr<osg::Node> mNode;
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        osg::Node* mNode;
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        float mDuration;
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        float mOriginalDuration; // for recording that this is originally a permanent glow if it is changed to a temporary one
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        float mStartingTime;
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			@ -1200,7 +1200,7 @@ namespace MWRender
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        glowColor.z() = effect->mData.mBlue / 255.f;
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        if (!mGlowUpdater) // If there is no glow on object
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            addGlow(mObjectRoot, glowColor, 1.5); // Glow length measured from in-game as about 1.5 seconds
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            addGlow(mObjectRoot, glowColor, 1.5); // Glow length measured from original engine as about 1.5 seconds
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        else if (mGlowUpdater->isDone() || (mGlowUpdater->isPermanentGlowUpdater() == true))
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            addGlow(mObjectRoot, glowColor, 1.5);
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