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Don't store camera nodes, we don't need them.
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@ -51,7 +51,6 @@ void Animation::destroyObjectList(Ogre::SceneManager *sceneMgr, NifOgre::ObjectL
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for(size_t i = 0;i < objects.mEntities.size();i++)
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sceneMgr->destroyEntity(objects.mEntities[i]);
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objects.mControllers.clear();
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objects.mCameras.clear();
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objects.mParticles.clear();
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objects.mEntities.clear();
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objects.mSkelBase = NULL;
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@ -748,9 +748,7 @@ class NIFObjectLoader
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if(node->recType == Nif::RC_NiCamera)
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{
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int trgtid = NIFSkeletonLoader::lookupOgreBoneHandle(name, node->recIndex);
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Ogre::Bone *trgtbone = objectlist.mSkelBase->getSkeleton()->getBone(trgtid);
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objectlist.mCameras.push_back(trgtbone);
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/* Ignored */
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}
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if(node->recType == Nif::RC_NiTriShape && !(flags&0x80000000))
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@ -44,12 +44,6 @@ struct ObjectList {
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std::vector<Ogre::Entity*> mEntities;
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std::vector<Ogre::ParticleSystem*> mParticles;
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// We could actually have Ogre::Camera objects, but that means more
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// maintenance when switching cameras. The information in the NiCamera node
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// is pretty much useless too anyway. So instead, this is just a list of
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// bones in the mSkelBase which are NiCamera nodes.
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std::vector<Ogre::Bone*> mCameras;
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std::map<int,TextKeyMap> mTextKeys;
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std::vector<Ogre::Controller<Ogre::Real> > mControllers;
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