Use DarkPlaces name scheme for sprites

This commit is contained in:
moto 2022-05-09 16:12:46 -04:00
parent 96443917c7
commit e54c7d1ea4

View file

@ -3378,13 +3378,14 @@ void * Mod_LoadSpriteFrame (void * pin, mspriteframe_t **ppframe, int framenum,
pspriteframe->left = origin[0]; pspriteframe->left = origin[0];
pspriteframe->right = width + origin[0]; pspriteframe->right = width + origin[0];
sprintf (name, "%s_%i", loadmodel->name, framenum); // HACK HACK HACK
sprintf (name, "%s.spr_%i", loadmodel->name, framenum);
if (version == SPRITE_VERSION) if (version == SPRITE_VERSION)
{ {
COM_StripExtension(loadmodel->name, sprite); COM_StripExtension(loadmodel->name, sprite);
sprintf (sprite2, "%s_%i", sprite, framenum); sprintf (sprite2, "%s.spr_%i", sprite, framenum);
pspriteframe->gl_texturenum = loadtextureimage (sprite2, 0, 0, qfalse, GU_LINEAR); pspriteframe->gl_texturenum = loadtextureimage (sprite2, 0, 0, qtrue, GU_LINEAR);
if (pspriteframe->gl_texturenum == 0)// did not find a matching TGA... if (pspriteframe->gl_texturenum == 0)// did not find a matching TGA...
{ {