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Restore actor visibility mask
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parent
04e827ecf6
commit
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@ -22,6 +22,7 @@
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#include "animation.hpp"
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#include "animation.hpp"
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#include "npcanimation.hpp"
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#include "npcanimation.hpp"
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#include "creatureanimation.hpp"
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#include "creatureanimation.hpp"
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#include "vismask.hpp"
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namespace
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namespace
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{
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{
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@ -131,6 +132,7 @@ void Objects::insertModel(const MWWorld::Ptr &ptr, const std::string &mesh, bool
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void Objects::insertCreature(const MWWorld::Ptr &ptr, const std::string &mesh, bool weaponsShields)
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void Objects::insertCreature(const MWWorld::Ptr &ptr, const std::string &mesh, bool weaponsShields)
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{
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{
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insertBegin(ptr);
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insertBegin(ptr);
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ptr.getRefData().getBaseNode()->setNodeMask(Mask_Actor);
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// CreatureAnimation
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// CreatureAnimation
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std::auto_ptr<Animation> anim;
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std::auto_ptr<Animation> anim;
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@ -149,6 +151,7 @@ void Objects::insertCreature(const MWWorld::Ptr &ptr, const std::string &mesh, b
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void Objects::insertNPC(const MWWorld::Ptr &ptr)
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void Objects::insertNPC(const MWWorld::Ptr &ptr)
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{
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{
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insertBegin(ptr);
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insertBegin(ptr);
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ptr.getRefData().getBaseNode()->setNodeMask(Mask_Actor);
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std::auto_ptr<NpcAnimation> anim (new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem, 0));
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std::auto_ptr<NpcAnimation> anim (new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem, 0));
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@ -12,6 +12,7 @@ namespace MWRender
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// child of Scene
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// child of Scene
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Mask_Effect = 0x2,
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Mask_Effect = 0x2,
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Mask_Debug = 0x4,
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Mask_Debug = 0x4,
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Mask_Actor = 0x8,
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// top level masks
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// top level masks
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Mask_Scene = 0x10,
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Mask_Scene = 0x10,
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