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COmegaPirate: MSVC runtime fix for skeleton asset IDs
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@@ -3659,11 +3659,14 @@ CEntity* ScriptLoader::LoadOmegaPirate(CStateManager& mgr, CInputStream& in, int
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return nullptr;
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}
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const CAssetId skeletonModelId{in};
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const CAssetId skeletonSkinRulesId{in};
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const CAssetId skeletonLayoutInfoId{in};
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CModelData mData(CAnimRes(pInfo.GetAnimationParameters().GetACSFile(), pInfo.GetAnimationParameters().GetCharacter(),
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actHead.x40_scale, pInfo.GetAnimationParameters().GetInitialAnimation(), true));
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return new MP1::COmegaPirate(mgr.AllocateUniqueId(), actHead.x0_name, info, actHead.x10_transform, std::move(mData),
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pInfo, actParms, elitePirateData, CAssetId(in), CAssetId(in), CAssetId(in));
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pInfo, actParms, elitePirateData, skeletonModelId, skeletonSkinRulesId,
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skeletonLayoutInfoId);
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}
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CEntity* ScriptLoader::LoadPhazonPool(CStateManager& mgr, CInputStream& in, int propCount, const CEntityInfo& info) {
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