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safety checks for the sprite particle renderer. These are nice for opt 4 builds
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@ -136,10 +136,11 @@ make_copy() {
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////////////////////////////////////////////////////////////////////
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int SpriteParticleRenderer::
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extract_textures_from_node(const NodePath &node_path, NodePathCollection &np_col, TextureCollection &tex_col) {
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NodePath tex_node_path = node_path, geom_node_path;
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NodePath tex_node_path = node_path;
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NodePath geom_node_path;
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// Look for a sequence node first, in case they want animated texture sprites
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if (tex_node_path.node()->get_type() != SequenceNode::get_class_type()) {
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if (!tex_node_path.is_empty() && tex_node_path.node()->get_type() != SequenceNode::get_class_type()) {
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tex_node_path = node_path.find("**/+SequenceNode");
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}
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@ -167,7 +168,7 @@ extract_textures_from_node(const NodePath &node_path, NodePathCollection &np_col
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// If a sequence node is not found, we just want to look for a regular geom node.
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if (geom_node_path.is_empty()) {
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// Find the first GeomNode.
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if (node_path.node()->get_type() != GeomNode::get_class_type()) {
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if (!node_path.is_empty() && node_path.node()->get_type() != GeomNode::get_class_type()) {
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geom_node_path = node_path.find("**/+GeomNode");
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if (geom_node_path.is_empty()) {
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particlesystem_cat.error();
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@ -244,6 +245,7 @@ void SpriteParticleRenderer::
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set_from_node(const NodePath &node_path, bool size_from_texels) {
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// Clear all texture information
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_anims.clear();
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nassertv(node_path.is_empty());
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add_from_node(node_path,size_from_texels,true);
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}
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