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prevent MakeMesh() from crash if myShapeIDMap.IsEmpty()
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@ -3922,7 +3922,7 @@ bool SMESH_Pattern::MakeMesh(SMESH_Mesh* theMesh,
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point->myXYZ.Z());
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nodesVector [ pIndex ] = node;
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if ( true /*subMeshDS*/ ) {
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if ( !S.IsNull() /*subMeshDS*/ ) {
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// !!!!! do not merge new nodes with ones existing on submeshes (see method comment)
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switch ( S.ShapeType() ) {
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case TopAbs_VERTEX: {
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