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Made RenderWorldAddInteriorEntities more robust
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@ -2064,12 +2064,12 @@ namespace CodeWalker.Rendering
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}
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private void RenderWorldAddInteriorEntities(YmapEntityDef ent)
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{
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if (ent.MloInstance.Entities != null)
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if (ent?.MloInstance?.Entities != null)
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{
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for (int j = 0; j < ent.MloInstance.Entities.Length; j++)
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{
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var intent = ent.MloInstance.Entities[j];
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if (intent.Archetype == null) continue; //missing archetype...
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if (intent?.Archetype == null) continue; //missing archetype...
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if (!RenderIsEntityFinalRender(intent)) continue; //proxy or something..
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intent.IsVisible = true;
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@ -2082,19 +2082,19 @@ namespace CodeWalker.Rendering
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renderworldentities.Add(intent);
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}
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}
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if (ent.MloInstance.EntitySets != null)
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if (ent?.MloInstance?.EntitySets != null)
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{
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for (int e = 0; e < ent.MloInstance.EntitySets.Length; e++)
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{
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var entityset = ent.MloInstance.EntitySets[e];
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if (!entityset.VisibleOrForced) continue;
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if ((entityset == null) || (!entityset.VisibleOrForced)) continue;
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var entities = entityset.Entities;
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if (entities == null) continue;
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for (int i = 0; i < entities.Count; i++)
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{
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var intent = entities[i];
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if (intent.Archetype == null) continue; //missing archetype...
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if (intent?.Archetype == null) continue; //missing archetype...
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if (!RenderIsEntityFinalRender(intent)) continue; //proxy or something..
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intent.IsVisible = true;
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