There's no need to dynamic cast.
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@@ -333,11 +333,8 @@ const LLUUID LLViewerWearable::getDefaultTextureImageID(ETextureIndex index) con
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//virtual
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//virtual
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void LLViewerWearable::writeToAvatar(LLAvatarAppearance *avatarp)
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void LLViewerWearable::writeToAvatar(LLAvatarAppearance *avatarp)
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{
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{
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LLVOAvatarSelf* viewer_avatar = dynamic_cast<LLVOAvatarSelf*>(avatarp);
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if (!avatarp || !avatarp->isSelf() || !avatarp->isValid()) return;
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LLVOAvatarSelf* viewer_avatar = static_cast<LLVOAvatarSelf*>(avatarp);
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if (!avatarp || !viewer_avatar) return;
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if (!viewer_avatar->isValid()) return;
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#if 0
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#if 0
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// FIXME DRANO - kludgy way to avoid overwriting avatar state from wearables.
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// FIXME DRANO - kludgy way to avoid overwriting avatar state from wearables.
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