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Make sure NpcAnimation base exists before runAnimation. Not sure yet why this is needed.
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@ -417,6 +417,9 @@ NifOgre::ObjectList NpcAnimation::insertBoundedPart(const std::string &model, in
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Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
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Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
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{
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{
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if (!mSkelBase)
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updateNpcBase();
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Ogre::Vector3 ret = Animation::runAnimation(timepassed);
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Ogre::Vector3 ret = Animation::runAnimation(timepassed);
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Ogre::SkeletonInstance *baseinst = mSkelBase->getSkeleton();
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Ogre::SkeletonInstance *baseinst = mSkelBase->getSkeleton();
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