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Use model template as a fallback in BetaComment
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1 changed files with 15 additions and 1 deletions
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@ -1425,7 +1425,21 @@ namespace MWScript
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SceneUtil::PositionAttitudeTransform* baseNode = ptr.getRefData().getBaseNode();
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SceneUtil::PositionAttitudeTransform* baseNode = ptr.getRefData().getBaseNode();
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if (baseNode)
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if (baseNode)
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baseNode->accept(visitor);
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baseNode->accept(visitor);
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// The instance might not have a physical model due to paging or scripting.
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// If this is the case, fall back to the template
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if (visitor.mTextures.empty())
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{
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Resource::SceneManager* sceneManager
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= MWBase::Environment::get().getResourceSystem()->getSceneManager();
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const_cast<osg::Node*>(sceneManager->getTemplate(model).get())->accept(visitor);
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msg << "Bound textures: [None]" << std::endl;
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if (!visitor.mTextures.empty())
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msg << "Model textures: ";
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}
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else
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{
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msg << "Bound textures: ";
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msg << "Bound textures: ";
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}
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if (!visitor.mTextures.empty())
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if (!visitor.mTextures.empty())
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{
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{
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msg << std::endl;
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msg << std::endl;
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