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																@ -2281,6 +2281,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame) | 
															
														
														
													
														
															
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																                if (firstMeshWithBones == -1) | 
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																                if (firstMeshWithBones == -1) | 
															
														
														
													
														
															
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																                { | 
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																                { | 
															
														
														
													
														
															
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																                    firstMeshWithBones = i; | 
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																                    firstMeshWithBones = i; | 
															
														
														
													
														
															
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																                    break; | 
															
														
														
													
														
															
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																                } | 
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																                } | 
															
														
														
													
														
															
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																            } | 
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																            } | 
															
														
														
													
														
															
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																        } | 
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																        } | 
															
														
														
													
												
													
														
															
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																@ -2314,18 +2315,17 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame) | 
															
														
														
													
														
															
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																            model.meshes[firstMeshWithBones].boneMatrices[boneId] = boneMatrix; | 
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																            model.meshes[firstMeshWithBones].boneMatrices[boneId] = boneMatrix; | 
															
														
														
													
														
															
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																        } | 
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																        } | 
															
														
														
													
														
															
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																        // Update remaining meshes with bones (Use Deep copy because shallow copy results in double free with 'UnloadModel()') | 
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																        // Update remaining meshes with bones | 
															
														
														
													
														
															
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																        // NOTE: Using deep copy because shallow copy results in double free with 'UnloadModel()' | 
															
														
														
													
														
															
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																        if (firstMeshWithBones != -1) | 
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																        if (firstMeshWithBones != -1) | 
															
														
														
													
														
															
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																        { | 
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																        { | 
															
														
														
													
														
															
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																            for (int i = firstMeshWithBones + 1; i < model.meshCount; i++) | 
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																            for (int i = firstMeshWithBones + 1; i < model.meshCount; i++) | 
															
														
														
													
														
															
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																            { | 
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																            { | 
															
														
														
													
														
															
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																                if (model.meshes[i].boneMatrices) | 
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																                if (model.meshes[i].boneMatrices) | 
															
														
														
													
														
															
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																                { | 
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																                { | 
															
														
														
													
														
															
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																                    memcpy( | 
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																                        model.meshes[i].boneMatrices, | 
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																                    memcpy(model.meshes[i].boneMatrices, | 
															
														
														
													
														
															
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																                        model.meshes[firstMeshWithBones].boneMatrices, | 
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																                        model.meshes[firstMeshWithBones].boneMatrices, | 
															
														
														
													
														
															
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																                        model.meshes[i].boneCount * sizeof(model.meshes[i].boneMatrices[0]) | 
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																                    ); | 
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																                        model.meshes[i].boneCount * sizeof(model.meshes[i].boneMatrices[0])); | 
															
														
														
													
														
															
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																                } | 
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																                } | 
															
														
														
													
														
															
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																            } | 
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																            } | 
															
														
														
													
														
															
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																        } | 
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																        } | 
															
														
														
													
												
													
														
															
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																@ -2338,6 +2338,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame) | 
															
														
														
													
														
															
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																void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) | 
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																void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) | 
															
														
														
													
														
															
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																{ | 
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																{ | 
															
														
														
													
														
															
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																    UpdateModelAnimationBones(model,anim,frame); | 
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																    UpdateModelAnimationBones(model,anim,frame); | 
															
														
														
													
														
															
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																    for (int m = 0; m < model.meshCount; m++) | 
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																    for (int m = 0; m < model.meshCount; m++) | 
															
														
														
													
														
															
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																    { | 
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																    { | 
															
														
														
													
														
															
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																        Mesh mesh = model.meshes[m]; | 
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																        Mesh mesh = model.meshes[m]; | 
															
														
														
													
												
													
														
															
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																@ -2346,8 +2347,9 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) | 
															
														
														
													
														
															
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																        int boneId = 0; | 
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																        int boneId = 0; | 
															
														
														
													
														
															
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																        int boneCounter = 0; | 
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																        int boneCounter = 0; | 
															
														
														
													
														
															
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																        float boneWeight = 0.0; | 
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																        float boneWeight = 0.0; | 
															
														
														
													
														
															
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																        bool updated = false;           // Flag to check when anim vertex information is updated | 
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																        bool updated = false; // Flag to check when anim vertex information is updated | 
															
														
														
													
														
															
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																        const int vValues = mesh.vertexCount*3; | 
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																        const int vValues = mesh.vertexCount*3; | 
															
														
														
													
														
															
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																        for (int vCounter = 0; vCounter < vValues; vCounter += 3) | 
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																        for (int vCounter = 0; vCounter < vValues; vCounter += 3) | 
															
														
														
													
														
															
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																        { | 
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																        { | 
															
														
														
													
														
															
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																            mesh.animVertices[vCounter] = 0; | 
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																            mesh.animVertices[vCounter] = 0; | 
															
														
														
													
												
													
														
															
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