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Remove unused bones, don't crash when hardcoded bones are not found
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parent
6c56bc94a9
commit
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2 changed files with 11 additions and 9 deletions
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@ -2260,7 +2260,8 @@ bool Avatar::fireAtNearestValidEntity(const std::string &shot)
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Vector dir;
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Vector p = position;
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p = boneLeftArm->getWorldPosition();
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if(boneLeftArm)
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p = boneLeftArm->getWorldPosition();
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//&& !dsq->game->isObstructed(TileVector(position))
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/*
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if (dsq->inputMode == INPUT_MOUSE && state.lockedToWall )
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@ -4153,15 +4154,16 @@ void Avatar::refreshModel(std::string file, const std::string &skin, bool forceI
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if (file == "naija")
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{
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bone_head = skeletalSprite.getBoneByIdx(1);
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boneRightFoot = skeletalSprite.getBoneByName("RightFoot");
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boneLeftFoot = skeletalSprite.getBoneByName("LeftFoot");
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boneRightArm = skeletalSprite.getBoneByName("RightArm");
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boneLeftArm = skeletalSprite.getBoneByName("LeftArm");
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boneFish2 = skeletalSprite.getBoneByName("Fish2");
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boneFish2->alpha = 0;
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if(boneFish2)
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boneFish2->alpha = 0;
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bone_dualFormGlow = skeletalSprite.getBoneByName("DualFormGlow");
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bone_dualFormGlow->scale = 0;
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bone_dualFormGlow->setBlendType(BLEND_ADD);
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if (bone_dualFormGlow)
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{
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bone_dualFormGlow->scale = 0;
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bone_dualFormGlow->setBlendType(BLEND_ADD);
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}
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boneLeftHand = skeletalSprite.getBoneByName("LeftArm");
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boneRightHand = skeletalSprite.getBoneByName("RightArm");
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@ -4170,7 +4172,7 @@ void Avatar::refreshModel(std::string file, const std::string &skin, bool forceI
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{
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bone_dualFormGlow = 0;
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bone_head = 0;
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boneRightFoot = boneLeftFoot = boneRightArm = boneLeftArm = boneFish2 = skeletalSprite.getBoneByIdx(0);
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boneLeftArm = boneFish2 = 0;
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boneLeftHand = boneRightHand = 0;
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}
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@ -303,7 +303,7 @@ public:
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Vector getHeadPosition();
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Bone *boneRightFoot, *boneLeftFoot, *boneRightArm, *boneLeftArm, *boneFish2, *bone_head;
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Bone *boneLeftArm, *boneFish2, *bone_head;
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Bone *boneLeftHand, *boneRightHand;
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void startFlourish();
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