private void RenderModelLipShape(LipShapeTable_v2 lipShapeTable, Dictionary<LipShape_v2, float> weighting)
{
for (int i = 0; i < lipShapeTable.lipShapes.Length; i++)
{
int targetIndex = (int)lipShapeTable.lipShapes[i];
if (targetIndex > (int)LipShape_v2.Max || targetIndex < 0) continue;
lipShapeTable.skinnedMeshRenderer.SetBlendShapeWeight(i, weighting[(LipShape_v2)targetIndex] * 100);
}
}
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