Fix crash in LLHandMotion::onUpdate when motion id is out of range.
parent
eb0568c975
commit
d9d47fd1ba
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@ -138,12 +138,18 @@ BOOL LLHandMotion::onUpdate(F32 time, U8* joint_mask)
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}
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else
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{
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// <FS:ND> Sometimes we seem to get garbage here, with poses that are out of bounds.
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// this is a new morph we didn't know about before
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if (*requestedHandPose != mNewPose && mNewPose != mCurrentPose && mNewPose != HAND_POSE_SPREAD)
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// if ( *requestedHandPose != mNewPose && mNewPose != mCurrentPose && mNewPose != HAND_POSE_SPREAD)
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if (*requestedHandPose >= 0 && *requestedHandPose < NUM_HAND_POSES && *requestedHandPose != mNewPose && mNewPose != mCurrentPose && mNewPose != HAND_POSE_SPREAD)
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{
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mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
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}
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mNewPose = *requestedHandPose;
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// mNewPose = *requestedHandPose;
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mNewPose = static_cast<eHandPose> ( llclamp( static_cast<int>(*requestedHandPose), 0, NUM_HAND_POSES-1 ) );
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// </FS:ND>
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}
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mCharacter->removeAnimationData("Hand Pose");
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