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Fix bug of Animation::mSkeleton not being assigned
This bug resulted in deactivating a Skeleton not working properly for creatures (that are out of processing range), therefore reduced performance.
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@ -1192,6 +1192,9 @@ namespace MWRender
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mObjectRoot->addChild(created);
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mInsert->addChild(mObjectRoot);
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}
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osg::ref_ptr<SceneUtil::Skeleton> skel = dynamic_cast<SceneUtil::Skeleton*>(mObjectRoot.get());
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if (skel)
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mSkeleton = skel.get();
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}
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else
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{
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