Temporary fix
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@@ -4,6 +4,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection.Metadata.Ecma335;
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using System.Text;
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using System.Xml.Linq;
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@@ -567,8 +568,8 @@ namespace AssetStudio
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}
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var m_KeepVertices = reader.ReadBoolean();
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var m_KeepIndices = reader.ReadBoolean();
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reader.AlignStream();
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}
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reader.AlignStream();
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if (reader.Game.Name == "GI" || reader.Game.Name == "GI_CB2" || reader.Game.Name == "GI_CB3")
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{
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var m_PackSkinDataToUV2UV3 = reader.ReadBoolean();
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@@ -829,9 +830,13 @@ namespace AssetStudio
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m_UV1 = componentsFloatArray;
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break;
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case 6: //kShaderChannelTexCoord2
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if (reader.Game.Name == "GI" || reader.Game.Name == "GI_CB1" || reader.Game.Name == "GI_CB2" || reader.Game.Name == "GI_CB3")
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continue;
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m_UV2 = componentsFloatArray;
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break;
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case 7: //kShaderChannelTexCoord3
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if (reader.Game.Name == "GI" || reader.Game.Name == "GI_CB1" || reader.Game.Name == "GI_CB2" || reader.Game.Name == "GI_CB3")
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continue;
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m_UV3 = componentsFloatArray;
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break;
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case 8: //kShaderChannelTexCoord4
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@@ -895,6 +900,8 @@ namespace AssetStudio
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m_UV1 = componentsFloatArray;
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break;
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case 5:
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if (reader.Game.Name == "GI" || reader.Game.Name == "GI_CB1" || reader.Game.Name == "GI_CB2" || reader.Game.Name == "GI_CB3")
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continue;
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if (version[0] >= 5) //kShaderChannelTexCoord2
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{
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m_UV2 = componentsFloatArray;
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@@ -905,6 +912,8 @@ namespace AssetStudio
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}
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break;
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case 6: //kShaderChannelTexCoord3
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if (reader.Game.Name == "GI" || reader.Game.Name == "GI_CB1" || reader.Game.Name == "GI_CB2" || reader.Game.Name == "GI_CB3")
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continue;
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m_UV3 = componentsFloatArray;
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break;
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case 7: //kShaderChannelTangent
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