Use v_papskin.pcx for PaP'd weapons on PSP 1000

This commit is contained in:
Ian 2023-08-27 15:34:02 -04:00
parent 2c84da2295
commit 77d27fa949

View file

@ -2285,6 +2285,16 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
pskintype = (daliasskintype_t *)((byte *)(pskintype+1) + s); pskintype = (daliasskintype_t *)((byte *)(pskintype+1) + s);
return (void *)pskintype; return (void *)pskintype;
} }
#ifndef SLIM
else if (has_pap && model_is_gun(loadmodel->name) && i >= 1) {
pheader->gl_texturenum[i][0] =
pheader->gl_texturenum[i][1] =
pheader->gl_texturenum[i][2] =
pheader->gl_texturenum[i][3] = loadtextureimage("models/weapons/v_papskin", 0, 0, qtrue, GU_LINEAR);
pskintype = (daliasskintype_t *)((byte *)(pskintype+1) + s);
return (void *)pskintype;
}
#endif
else if (pskintype->type == ALIAS_SKIN_SINGLE) else if (pskintype->type == ALIAS_SKIN_SINGLE)
{ {
Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight ); Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight );