diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index d5cd7bdca1..15ae1584f6 100755 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -1461,7 +1461,7 @@ void MyAvatar::clearJointsData() { void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) { _skeletonModelChangeCount++; - int skeletonModelChangeCount = _skeletonModelChangeCount; + int skeletonModelChangeCount = _skeletonModelChangeCount; Avatar::setSkeletonModelURL(skeletonModelURL); _skeletonModel->setVisibleInScene(true, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE); _headBoneSet.clear(); diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index 3e063547d0..28af8b62fd 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -819,7 +819,6 @@ private: bool _enableDebugDrawIKConstraints { false }; bool _enableDebugDrawIKChains { false }; bool _enableDebugDrawDetailedCollision { false }; - bool _shouldInitHeadBones { true }; mutable bool _cauterizationNeedsUpdate; // do we need to scan children and update their "cauterized" state?