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Fix an outdated comment
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@ -118,8 +118,7 @@ void Animation::setObjectRoot(Ogre::SceneNode *node, const std::string &model, b
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}
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// Set the bones as manually controlled since we're applying the
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// transformations manually (needed if we want to apply an animation
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// from one skeleton onto another).
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// transformations manually
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Ogre::SkeletonInstance *skelinst = mObjectRoot.mSkelBase->getSkeleton();
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Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator();
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while(boneiter.hasMoreElements())
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