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Add CPU-based skinning path for vertex manipulation effects
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@@ -1007,7 +1007,7 @@ void CGameArea::FillInStaticGeometry()
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TToken<CModel> nullModel;
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inst.m_instance = std::make_unique<CBooModel>
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(nullModel, &inst.m_surfaces, x12c_postConstructed->m_materialSet, vtxFmt, vbo, ibo,
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hmdlMeta.weightCount, hmdlMeta.bankCount, inst.x34_aabb, inst.x0_visorFlags, 1, nullptr);
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inst.x34_aabb, inst.x0_visorFlags, 1, nullptr);
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}
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return true;
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