Fix identation issues
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@ -1056,7 +1056,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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for (int i = 0; i < model.meshes[m].vertexCount; i++)
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for (int i = 0; i < model.meshes[m].vertexCount; i++)
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{
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{
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boneId = model.meshes[m].boneIds[boneCounter];
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boneId = model.meshes[m].boneIds[boneCounter];
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inTranslation = model.bindPose[boneId].translation;
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inTranslation = model.bindPose[boneId].translation;
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inRotation = model.bindPose[boneId].rotation;
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inRotation = model.bindPose[boneId].rotation;
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//inScale = model.bindPose[boneId].scale;
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//inScale = model.bindPose[boneId].scale;
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outTranslation = anim.framePoses[frame][boneId].translation;
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outTranslation = anim.framePoses[frame][boneId].translation;
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@ -3802,7 +3802,7 @@ static Model LoadGLTF(const char *fileName)
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strcpy(model.bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
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strcpy(model.bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
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model.bones[j].parent = j != 0 ? data->nodes[j].parent - data->nodes : 0;
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model.bones[j].parent = j != 0 ? data->nodes[j].parent - data->nodes : 0;
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}
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}
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for (unsigned int i = 0; i < data->nodes_count; i++)
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for (unsigned int i = 0; i < data->nodes_count; i++)
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{
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{
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if(data->nodes[i].has_translation)
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if(data->nodes[i].has_translation)
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