Bugfix: cloth crash applying effector forces to quads.
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@@ -1458,11 +1458,11 @@ void cloth_calc_force(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVec
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speed[0] = speed[1] = speed[2] = 0.0;
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if(mfaces[i].v4)
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{
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pdDoEffectors(effectors, lX[i], force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
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pdDoEffectors(effectors, lX[mfaces[i].v4], force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
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VECCOPY(wind_normalized, speed);
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Normalize(wind_normalized);
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VecMulf(wind_normalized, -calculateVertexWindForce(speed, vertexnormal) * verts[mfaces[i].v4].mass);
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VECADDS(lF[i], lF[i], wind_normalized, 0.25);
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VECADDS(lF[mfaces[i].v4], lF[mfaces[i].v4], wind_normalized, 0.25);
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}
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}
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