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Do not check if additional animation sources are supported for every animation object
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@ -641,8 +641,6 @@ namespace MWRender
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mAnimationTimePtr[i].reset(new AnimationTime);
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mLightListCallback = new SceneUtil::LightListCallback;
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mUseAdditionalSources = Settings::Manager::getBool ("use additional anim sources", "Game");
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}
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Animation::~Animation()
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@ -754,7 +752,8 @@ namespace MWRender
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addSingleAnimSource(kfname, baseModel);
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if (mUseAdditionalSources)
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static const bool useAdditionalSources = Settings::Manager::getBool ("use additional anim sources", "Game");
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if (useAdditionalSources)
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loadAllAnimationsInFolder(kfname, baseModel);
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}
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@ -273,8 +273,6 @@ protected:
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osg::ref_ptr<SceneUtil::LightListCallback> mLightListCallback;
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bool mUseAdditionalSources;
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const NodeMap& getNodeMap() const;
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/* Sets the appropriate animations on the bone groups based on priority.
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