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Add Lua func entity_getSkeletalName() and do not abort when a skin file is not found. Also warn on missing skeletal file.
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2 changed files with 12 additions and 1 deletions
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@ -1172,7 +1172,7 @@ void SkeletalSprite::loadSkin(const std::string &fn)
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file = core->adjustFilenameCase(file);
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if (!exists(file,1))
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if (!exists(file))
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{
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errorLog("Could not load skin[" + file + "]");
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return;
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@ -1304,6 +1304,7 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
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if (!exists(file))
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{
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filenameLoaded = "";
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errorLog("Could not load skeletal[" + file + "]");
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return;
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}
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