fix AV when using material that didn't load because texture doesn't exist
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@@ -20,16 +20,16 @@ public:
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virtual Actor *Copy() const;
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void Clear();
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void Load( RString sFile );
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void Load( const RString &sFile );
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void LoadPieces( RString sMeshesPath, RString sMaterialsPath, RString sBomesPath );
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void LoadMilkshapeAscii( RString sFile );
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void LoadMaterialsFromMilkshapeAscii( RString sPath );
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bool LoadMilkshapeAsciiBones( RString sAniName, RString sPath );
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void LoadPieces( const RString &sMeshesPath, const RString &sMaterialsPath, const RString &sBomesPath );
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void LoadMilkshapeAscii( const RString &sFile );
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void LoadMaterialsFromMilkshapeAscii( const RString &sPath );
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bool LoadMilkshapeAsciiBones( const RString &sAniName, const RString &sPath );
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void LoadFromNode( const RString& sDir, const XNode* pNode );
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void PlayAnimation( RString sAniName, float fPlayRate = 1 );
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void PlayAnimation( const RString &sAniName, float fPlayRate = 1 );
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virtual void Update( float fDelta );
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virtual bool EarlyAbortDraw() const;
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