Check for numbonecontrollers in setupbones
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658d9c1ade
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2 changed files with 10 additions and 7 deletions
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@ -486,8 +486,12 @@ void CBaseAnimatingOverlay::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Q
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else
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{
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boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, NULL );
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}
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if ( pStudioHdr->numbonecontrollers() )
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{
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boneSetup.CalcBoneAdj( pos, q, GetEncodedControllerArray() );
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}
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boneSetup.CalcBoneAdj( pos, q, GetEncodedControllerArray() );
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}
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@ -1819,11 +1819,6 @@ void CBaseAnimating::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
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}
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}
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if ( m_pIk )
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{
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m_pIk->Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
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}
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if ( m_pIk )
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{
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// FIXME: pass this into Studio_BuildMatrices to skip transforms
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@ -2840,7 +2835,11 @@ void CBaseAnimating::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Quaterni
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{
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boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, NULL );
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}
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boneSetup.CalcBoneAdj( pos, q, GetEncodedControllerArray() );
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if ( pStudioHdr->numbonecontrollers() )
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{
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boneSetup.CalcBoneAdj( pos, q, GetEncodedControllerArray() );
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}
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}
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int CBaseAnimating::DrawDebugTextOverlays(void)
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