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Make bone interpolation work again
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@@ -171,7 +171,8 @@ void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
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}
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// set CurrentFrameNr
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buildFrameNr(timeMs - LastTimeMs);
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const u32 dtimeMs = timeMs - LastTimeMs;
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buildFrameNr(dtimeMs);
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LastTimeMs = timeMs;
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// This needs to be done on animate, which is called recursively *before*
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@@ -183,7 +184,7 @@ void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
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copyOldTransforms();
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if (OnAnimateCallback)
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OnAnimateCallback(timeMs / 1000.0f);
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OnAnimateCallback(dtimeMs / 1000.0f);
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IAnimatedMeshSceneNode::OnAnimate(timeMs);
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