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Fix checking a variable before it's assigned (Bug #3950)
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1 changed files with 5 additions and 5 deletions
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@ -623,11 +623,6 @@ namespace NifOsg
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node->setNodeMask(0x1);
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node->setNodeMask(0x1);
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}
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}
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if (skipMeshes && isAnimated) // make sure the empty node is not optimized away so the physicssystem can find it.
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{
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node->setDataVariance(osg::Object::DYNAMIC);
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}
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// We can skip creating meshes for hidden nodes if they don't have a VisController that
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// We can skip creating meshes for hidden nodes if they don't have a VisController that
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// might make them visible later
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// might make them visible later
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if (nifNode->flags & Nif::NiNode::Flag_Hidden)
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if (nifNode->flags & Nif::NiNode::Flag_Hidden)
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@ -643,6 +638,11 @@ namespace NifOsg
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node->setNodeMask(0x1);
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node->setNodeMask(0x1);
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}
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}
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if (skipMeshes && isAnimated) // make sure the empty node is not optimized away so the physicssystem can find it.
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{
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node->setDataVariance(osg::Object::DYNAMIC);
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}
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osg::ref_ptr<SceneUtil::CompositeStateSetUpdater> composite = new SceneUtil::CompositeStateSetUpdater;
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osg::ref_ptr<SceneUtil::CompositeStateSetUpdater> composite = new SceneUtil::CompositeStateSetUpdater;
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applyNodeProperties(nifNode, node, composite, imageManager, boundTextures, animflags);
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applyNodeProperties(nifNode, node, composite, imageManager, boundTextures, animflags);
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