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Fix for player colormaps with NQ protocol.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3114 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2009-02-03 00:08:32 +00:00
parent 4e5e28b1ee
commit c11da690e1

View file

@ -1002,7 +1002,7 @@ void CLNQ_ParseEntity(unsigned int bits)
if (bits & NQU_COLORMAP) if (bits & NQU_COLORMAP)
state->colormap = MSG_ReadByte(); state->colormap = MSG_ReadByte();
else else
state->colormap = 0; state->colormap = base->colormap;
if (bits & NQU_SKIN) if (bits & NQU_SKIN)
state->skinnum = MSG_ReadByte(); state->skinnum = MSG_ReadByte();
@ -1213,6 +1213,8 @@ void CL_RotateAroundTag(entity_t *ent, int num, int tagent, int tagnum)
model = cl.frames[parsecountmod].playerstate[tagent-1].modelindex; model = cl.frames[parsecountmod].playerstate[tagent-1].modelindex;
fstate.g[FS_REG].frame[0] = cl.frames[parsecountmod].playerstate[tagent-1].frame; fstate.g[FS_REG].frame[0] = cl.frames[parsecountmod].playerstate[tagent-1].frame;
} }
else
model = 0;
} }
if (ang) if (ang)
@ -2655,7 +2657,7 @@ void CL_AddFlagModels (entity_t *ent, int team)
vec3_t v_forward, v_right, v_up; vec3_t v_forward, v_right, v_up;
entity_t *newent; entity_t *newent;
vec3_t angles; vec3_t angles;
float offs; float offs = 0;
if (cl_flagindex == -1) if (cl_flagindex == -1)
return; return;