bug fixes.
This commit is contained in:
@@ -884,7 +884,7 @@ namespace AssetStudio
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var m_ClipBindingConstant = animationClip.m_ClipBindingConstant ?? m_Clip.ConvertValueArrayToGenericBinding();
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var m_ClipBindingConstant = animationClip.m_ClipBindingConstant ?? m_Clip.ConvertValueArrayToGenericBinding();
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var m_ACLClip = m_Clip.m_ACLClip;
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var m_ACLClip = m_Clip.m_ACLClip;
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var aclCount = m_ACLClip.m_CurveCount;
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var aclCount = m_ACLClip.m_CurveCount;
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if (m_ACLClip.m_CurveCount != 0 && Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
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if (m_ACLClip.IsSet && Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
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{
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{
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m_ACLClip.Process(out var values, out var times);
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m_ACLClip.Process(out var values, out var times);
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for (int frameIndex = 0; frameIndex < times.Length; frameIndex++)
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for (int frameIndex = 0; frameIndex < times.Length; frameIndex++)
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@@ -908,7 +908,7 @@ namespace AssetStudio
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var index = frame.keyList[curveIndex].index;
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var index = frame.keyList[curveIndex].index;
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if (Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
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if (Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
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index += (int)aclCount;
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index += (int)aclCount;
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ReadCurveData(iAnim, m_ClipBindingConstant, (int)index, frame.time, streamedValues, 0, ref curveIndex);
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ReadCurveData(iAnim, m_ClipBindingConstant, index, frame.time, streamedValues, 0, ref curveIndex);
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}
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}
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}
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}
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var m_DenseClip = m_Clip.m_DenseClip;
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var m_DenseClip = m_Clip.m_DenseClip;
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@@ -925,7 +925,7 @@ namespace AssetStudio
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ReadCurveData(iAnim, m_ClipBindingConstant, (int)index, time, m_DenseClip.m_SampleArray, (int)frameOffset, ref curveIndex);
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ReadCurveData(iAnim, m_ClipBindingConstant, (int)index, time, m_DenseClip.m_SampleArray, (int)frameOffset, ref curveIndex);
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}
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}
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}
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}
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if (m_ACLClip.m_CurveCount != 0 && Game.Name == "SR_CB2" && Game.Name != "SR_CB3")
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if (m_ACLClip.IsSet && (Game.Name == "SR_CB2" || Game.Name == "SR_CB3"))
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{
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{
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m_ACLClip.ProcessSR(out var values, out var times);
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m_ACLClip.ProcessSR(out var values, out var times);
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for (int frameIndex = 0; frameIndex < times.Length; frameIndex++)
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for (int frameIndex = 0; frameIndex < times.Length; frameIndex++)
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