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fix crash when saving skel after bones were removed
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parent
0469ab8dfb
commit
288fb6b7fa
1 changed files with 12 additions and 9 deletions
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@ -1146,15 +1146,18 @@ bool SkeletalSprite::saveSkeletal(const std::string &fn)
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{
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BoneKeyframe *b = &a->keyframes[j].keyframes[k];
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Bone *bone = this->getBoneByIdx(b->idx);
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os << b->idx << " " << b->x << " " << b->y << " " << b->rot << " ";
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// don't want to store grid points if they can be regenerated automatically
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size_t usedGridSize = bone->gridType == Quad::GRID_INTERP ? 0 : b->grid.size();
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os << usedGridSize << " ";
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if(usedGridSize)
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for (size_t i = 0; i < usedGridSize; i++)
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os << b->grid[i].x << " " << b->grid[i].y << " ";
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if (b->doScale)
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szos << b->idx << " " << b->sx << " " << b->sy << " ";
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if(bone)
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{
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os << b->idx << " " << b->x << " " << b->y << " " << b->rot << " ";
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// don't want to store grid points if they can be regenerated automatically
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size_t usedGridSize = bone->gridType == Quad::GRID_INTERP ? 0 : b->grid.size();
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os << usedGridSize << " ";
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if(usedGridSize)
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for (size_t i = 0; i < usedGridSize; i++)
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os << b->grid[i].x << " " << b->grid[i].y << " ";
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if (b->doScale)
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szos << b->idx << " " << b->sx << " " << b->sy << " ";
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}
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}
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std::string szoss = szos.str();
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if (!szoss.empty())
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