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BuildSkeleton(): apply boneMod.translation
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src/engine/renderer/EntityCache.cpp

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@@ -114,6 +114,7 @@ static void BuildSkeleton( trRefEntity_t* ent ) {
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for ( const BoneMod& boneMod : ent->e.boneMods ) {
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if ( boneMod.type == BONE_ROTATE ) {
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VectorAdd( skeleton2->bones[boneMod.index].t.trans, boneMod.translation, skeleton2->bones[boneMod.index].t.trans );
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QuatMultiply2( skeleton2->bones[boneMod.index].t.rot, boneMod.rotation );
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}
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}

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