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Setup base_anim.nif as an initial skeleton source for biped creatures
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1 changed files with 3 additions and 2 deletions
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@ -23,9 +23,10 @@ CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr)
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assert (ref->mBase != NULL);
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assert (ref->mBase != NULL);
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if(!ref->mBase->mModel.empty())
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if(!ref->mBase->mModel.empty())
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{
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{
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std::string mesh = "meshes\\" + ref->mBase->mModel;
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if((ref->mBase->mFlags&ESM::Creature::Biped))
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insertSkeletonSource("meshes\\base_anim.nif");
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createEntityList(mPtr.getRefData().getBaseNode(), mesh);
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createEntityList(mPtr.getRefData().getBaseNode(), "meshes\\"+ref->mBase->mModel);
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for(size_t i = 0;i < mEntityList.mEntities.size();i++)
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for(size_t i = 0;i < mEntityList.mEntities.size();i++)
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{
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{
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Ogre::Entity *ent = mEntityList.mEntities[i];
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Ogre::Entity *ent = mEntityList.mEntities[i];
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