Formatting and default bone name
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@ -4514,6 +4514,8 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int
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// If animations and skeleton are in the same file, copy bone names to anim
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// If animations and skeleton are in the same file, copy bone names to anim
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if (iqmHeader->num_joints > 0)
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if (iqmHeader->num_joints > 0)
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memcpy(animations[a].bones[j].name, fileDataPtr + iqmHeader->ofs_text + joints[j].name, BONE_NAME_LENGTH*sizeof(char));
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memcpy(animations[a].bones[j].name, fileDataPtr + iqmHeader->ofs_text + joints[j].name, BONE_NAME_LENGTH*sizeof(char));
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else
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strcpy(animations[a].bones[j].name, "ANIMJOINTNAME"); // default bone name otherwise
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animations[a].bones[j].parent = poses[j].parent;
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animations[a].bones[j].parent = poses[j].parent;
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}
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}
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