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Do not use a separate GlowUpdater for every arrow in quiver
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@ -353,9 +353,12 @@ void ActorAnimation::updateQuiver()
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{
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{
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osg::ref_ptr<osg::Group> arrowNode = ammoNode->getChild(i)->asGroup();
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osg::ref_ptr<osg::Group> arrowNode = ammoNode->getChild(i)->asGroup();
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osg::ref_ptr<osg::Node> arrow = mResourceSystem->getSceneManager()->getInstance(model, arrowNode);
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osg::ref_ptr<osg::Node> arrow = mResourceSystem->getSceneManager()->getInstance(model, arrowNode);
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if (!ammo->getClass().getEnchantment(*ammo).empty())
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mGlowUpdater = SceneUtil::addEnchantedGlow(arrow, mResourceSystem, glowColor);
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}
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}
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// Assign GlowUpdater for ammo sheathing bone itself to do not attach it to every arrow
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ammoNode->setUpdateCallback(nullptr);
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if (ammoCount > 0 && !ammo->getClass().getEnchantment(*ammo).empty())
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SceneUtil::addEnchantedGlow(ammoNode, mResourceSystem, glowColor);
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}
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}
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void ActorAnimation::itemAdded(const MWWorld::ConstPtr& item, int /*count*/)
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void ActorAnimation::itemAdded(const MWWorld::ConstPtr& item, int /*count*/)
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