independent slots for clothes, converted to .mesh workflow
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@@ -29,27 +29,27 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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if (!anim.configured) {
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int i, j;
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e.set<EventData>({});
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ch.mBodyEnt->getSkeleton()->setBlendMode(
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Ogre::ANIMBLEND_CUMULATIVE);
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Ogre::Entity *ent = static_cast<Ogre::Entity *>(
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ch.mBodyNode->getAttachedObject(0));
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ent->getSkeleton()->setBlendMode(
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Ogre::ANIMBLEND_CUMULATIVE);
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Ogre::AnimationStateSet *animStateSet =
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ch.mBodyEnt->getAllAnimationStates();
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ent->getAllAnimationStates();
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const Ogre::AnimationStateMap &animMap =
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animStateSet->getAnimationStates();
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anim.mAnimationSystem =
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new AnimationSystem::AnimationSystem(
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false);
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ch.mBodyEnt->getSkeleton()
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ent->getSkeleton()
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->getBone("Root")
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->removeAllChildren();
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for (auto it = animMap.begin();
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it != animMap.end(); it++) {
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AnimationSystem::Animation *animation =
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new AnimationSystem::Animation(
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ch.mBodyEnt
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->getSkeleton(),
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ent->getSkeleton(),
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it->second,
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ch.mBodyEnt
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->getSkeleton()
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ent->getSkeleton()
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->getAnimation(
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it->first));
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#ifdef VDEBUG
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