small fix to quake 2 model loading
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2725 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 4 additions and 3 deletions
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@ -1429,18 +1429,19 @@ void CLQ2_AddPacketEntities (q2frame_t *frame)
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if (s1->modelindex == 255)
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{ // use custom player skin
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ent.skinnum = 0;
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ent.model = NULL;
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player = &cl.players[s1->skinnum%MAX_CLIENTS];
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ent.model = player->model;
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if (!ent.model || ent.model->needload) //we need to do better than this
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{
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ent.model = Mod_ForName(va("players/%s/tris.md2", Info_ValueForKey(player->userinfo, "model")), false);
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char *pmodel = Info_ValueForKey(player->userinfo, "model");
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if (!*pmodel)
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ent.model = Mod_ForName(va("players/%s/tris.md2", pmodel), false);
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if (!ent.model || ent.model->needload)
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ent.model = Mod_ForName("players/male/tris.md2", false);
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}
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ent.scoreboard = player;
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player->model = ent.model;
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/* ci = &cl.clientinfo[s1->skinnum & 0xff];
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// ent.skin = ci->skin;
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ent.model = ci->model;
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