Fix hidden eyes issue.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3629 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 4 additions and 3 deletions
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@ -1464,11 +1464,12 @@ static void Mod_ClampModelSize(model_t *mod)
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axis = (mod->maxs[2] - mod->mins[2]);
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rad += axis*axis;
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if (loadmodel->engineflags & MDLF_DOCRC)
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mod->tainted = false;
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if (mod->engineflags & MDLF_DOCRC)
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{
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if (!strcmp(mod->name, "progs/eyes.mdl"))
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{ //this is checked elsewhere to make sure the crc matches (this is to make sure the crc check was actually called)
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if (mod->type != mod_alias || mod->fromgame != fg_quake)
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if (mod->type != mod_alias || mod->fromgame != fg_quake || mod->flags)
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mod->tainted = true;
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}
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}
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@ -2770,6 +2771,7 @@ qboolean Mod_LoadQ1Model (model_t *mod, void *buffer)
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VectorCopy (pq1inmodel->scale_origin, mod->mins);
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VectorMA (mod->mins, 255, pq1inmodel->scale, mod->maxs);
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mod->type = mod_alias;
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Mod_ClampModelSize(mod);
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//
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// move the complete, relocatable alias model to the cache
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@ -2779,7 +2781,6 @@ qboolean Mod_LoadQ1Model (model_t *mod, void *buffer)
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hunktotal = hunkend - hunkstart;
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Cache_Alloc (&mod->cache, hunktotal, loadname);
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mod->type = mod_alias;
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if (!mod->cache.data)
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{
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Hunk_FreeToLowMark (hunkstart);
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