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Fixed UV anim clips assignment to use geometry's ShaderID for the lookup.
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@@ -2795,7 +2795,6 @@ namespace CodeWalker.Rendering
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MetaHash ahash = arche.Hash;
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if (ycd.ClipMap.TryGetValue(ahash, out rndbl.ClipMapEntry)) rndbl.HasAnims = true;
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uint cmeindex = 1;
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foreach (var model in rndbl.HDModels)
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{
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if (model == null) continue;
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@@ -2804,9 +2803,9 @@ namespace CodeWalker.Rendering
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if (geom == null) continue;
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if (geom.globalAnimUVEnable)
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{
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uint cmeindex = geom.DrawableGeom.ShaderID + 1u;
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MetaHash cmehash = ahash + cmeindex; //this goes to at least uv5! (from uv0) - see hw1_09.ycd
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if (ycd.ClipMap.TryGetValue(cmehash, out geom.ClipMapEntryUV)) rndbl.HasAnims = true;
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cmeindex++;
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}
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}
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}
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