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Fix hidden eyes issue.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3629 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2010-11-07 03:54:43 +00:00
parent 4e83daa1ec
commit 3ce350d614

View file

@ -1464,11 +1464,12 @@ static void Mod_ClampModelSize(model_t *mod)
axis = (mod->maxs[2] - mod->mins[2]);
rad += axis*axis;
if (loadmodel->engineflags & MDLF_DOCRC)
mod->tainted = false;
if (mod->engineflags & MDLF_DOCRC)
{
if (!strcmp(mod->name, "progs/eyes.mdl"))
{ //this is checked elsewhere to make sure the crc matches (this is to make sure the crc check was actually called)
if (mod->type != mod_alias || mod->fromgame != fg_quake)
if (mod->type != mod_alias || mod->fromgame != fg_quake || mod->flags)
mod->tainted = true;
}
}
@ -2770,6 +2771,7 @@ qboolean Mod_LoadQ1Model (model_t *mod, void *buffer)
VectorCopy (pq1inmodel->scale_origin, mod->mins);
VectorMA (mod->mins, 255, pq1inmodel->scale, mod->maxs);
mod->type = mod_alias;
Mod_ClampModelSize(mod);
//
// move the complete, relocatable alias model to the cache
@ -2779,7 +2781,6 @@ qboolean Mod_LoadQ1Model (model_t *mod, void *buffer)
hunktotal = hunkend - hunkstart;
Cache_Alloc (&mod->cache, hunktotal, loadname);
mod->type = mod_alias;
if (!mod->cache.data)
{
Hunk_FreeToLowMark (hunkstart);