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Fix vwep player skins.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3681 fc73d0e0-1445-4013-8a0c-d673dee63da5
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parent
876ef6f2dd
commit
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1 changed files with 7 additions and 6 deletions
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@ -184,12 +184,13 @@ void GL_GAliasFlushSkinCache(void)
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skincolourmapped.numbuckets = 0;
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}
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static texnums_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, int surfnum, entity_t *e)
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static texnums_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, entity_t *e)
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{
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galiasskin_t *skins;
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texnums_t *texnums;
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int frame;
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unsigned int subframe;
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extern int cl_playerindex; //so I don't have to strcmp
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unsigned int tc, bc, pc;
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qboolean forced;
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@ -250,16 +251,16 @@ static texnums_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, int surfnum,
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{
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if (e->scoreboard && e->scoreboard->skin)
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{
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snprintf(hashname, sizeof(hashname), "%s$%s$%i", modelname, e->scoreboard->skin->name, surfnum);
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snprintf(hashname, sizeof(hashname), "%s$%s$%i", model->name, e->scoreboard->skin->name, surfnum);
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skinname = hashname;
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}
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else if (surfnum)
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{
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snprintf(hashname, sizeof(hashname), "%s$%i", modelname, surfnum);
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snprintf(hashname, sizeof(hashname), "%s$%i", model->name, surfnum);
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skinname = hashname;
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}
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else
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skinname = modelname;
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skinname = model->name;
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}
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if (!skincolourmapped.numbuckets)
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@ -362,7 +363,7 @@ static texnums_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, int surfnum,
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}
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cm->texnum.bump = texnums[cm->skinnum].bump; //can't colour bumpmapping
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if (cls.protocol != CP_QUAKE2 && ((!texnums || !strcmp(modelname, "progs/player.mdl")) && e->scoreboard && e->scoreboard->skin))
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if (cls.protocol != CP_QUAKE2 && ((!texnums || (model==cl.model_precache[cl_playerindex] || model==cl.model_precache_vwep[0])) && e->scoreboard && e->scoreboard->skin))
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{
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original = Skin_Cache8(e->scoreboard->skin);
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inwidth = e->scoreboard->skin->width;
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@ -980,7 +981,7 @@ void R_GAlias_GenerateBatches(entity_t *e, batch_t **batches)
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for(surfnum=0; inf; ((inf->nextsurf)?(inf = (galiasinfo_t*)((char *)inf + inf->nextsurf)):(inf=NULL)), surfnum++)
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{
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skin = GL_ChooseSkin(inf, clmodel->name, surfnum, e);
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skin = GL_ChooseSkin(inf, clmodel, surfnum, e);
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if (!skin)
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continue;
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shader = e->forcedshader?e->forcedshader:skin->shader;
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