Formatting and default bone name
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@ -4498,8 +4498,8 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int
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memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
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memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
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// joints
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// joints
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IQMJoint* joints = RL_MALLOC(iqmHeader->num_joints * sizeof(IQMJoint));
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IQMJoint *joints = RL_MALLOC(iqmHeader->num_joints*sizeof(IQMJoint));
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memcpy(joints, fileDataPtr + iqmHeader->ofs_joints, iqmHeader->num_joints * sizeof(IQMJoint));
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memcpy(joints, fileDataPtr + iqmHeader->ofs_joints, iqmHeader->num_joints*sizeof(IQMJoint));
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for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
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for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
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{
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{
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@ -4512,8 +4512,10 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int
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for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
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for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
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{
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{
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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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