Stop crashing on bad meshes like it's the end of the world
Pushing this on behalf of savis
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@@ -177,6 +177,9 @@ void CGrannyModelInstance::UpdateWorldMatrices(const D3DXMATRIX* c_pWorldMatrix)
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const CGrannyMesh * pMesh = m_pModel->GetMeshPointer(i);
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if (!pMesh)
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continue;
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// WORK
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int * boneIndices = __GetMeshBoneIndices(i);
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// END_OF_WORK
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