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Create new instance of mesh every time it's required (Solves #703)
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@@ -420,6 +420,7 @@ public:
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virtual MtEventManager* getEventManager();
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virtual bool checkLocalPrivilege(const std::string &priv)
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{ return checkPrivilege(priv); }
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
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// The following set of functions is used by ClientMediaDownloader
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// Insert a media file appropriately into the appropriate manager
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@@ -509,6 +510,9 @@ private:
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// Detached inventories
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// key = name
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std::map<std::string, Inventory*> m_detached_inventories;
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// Storage for mesh data for creating multiple instances of the same mesh
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std::map<std::string, std::string> m_mesh_data;
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};
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#endif // !CLIENT_HEADER
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