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
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1 changed files with 4 additions and 2 deletions
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@ -1002,7 +1002,7 @@ void CLNQ_ParseEntity(unsigned int bits)
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if (bits & NQU_COLORMAP)
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state->colormap = MSG_ReadByte();
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else
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state->colormap = 0;
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state->colormap = base->colormap;
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if (bits & NQU_SKIN)
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state->skinnum = MSG_ReadByte();
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@ -1213,6 +1213,8 @@ void CL_RotateAroundTag(entity_t *ent, int num, int tagent, int tagnum)
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model = cl.frames[parsecountmod].playerstate[tagent-1].modelindex;
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fstate.g[FS_REG].frame[0] = cl.frames[parsecountmod].playerstate[tagent-1].frame;
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}
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else
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model = 0;
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}
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if (ang)
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@ -2655,7 +2657,7 @@ void CL_AddFlagModels (entity_t *ent, int team)
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vec3_t v_forward, v_right, v_up;
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entity_t *newent;
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vec3_t angles;
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float offs;
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float offs = 0;
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if (cl_flagindex == -1)
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return;
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