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Remove unused attribute saving and loading (#86)
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@ -96,26 +96,6 @@ void CBoneSceneNode::updateAbsolutePositionOfAllChildren()
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}
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void CBoneSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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IBoneSceneNode::serializeAttributes(out, options);
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out->addInt("BoneIndex", BoneIndex);
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out->addEnum("AnimationMode", AnimationMode, BoneAnimationModeNames);
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}
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void CBoneSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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BoneIndex = in->getAttributeAsInt("BoneIndex");
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AnimationMode = (E_BONE_ANIMATION_MODE)in->getAttributeAsEnumeration("AnimationMode", BoneAnimationModeNames);
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// for legacy files (before 1.5)
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const core::stringc boneName = in->getAttributeAsString("BoneName");
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setName(boneName);
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IBoneSceneNode::deserializeAttributes(in, options);
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// TODO: add/replace bone in parent with bone from mesh
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}
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} // namespace scene
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} // namespace irr
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