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fix 24bit skins to work again
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5751 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 9 additions and 4 deletions
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@ -21,7 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "quakedef.h"
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#ifdef QWSKINS
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cvar_t baseskin = CVAR("baseskin", "");
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cvar_t baseskin = CVARD("baseskin", "", "The name of the player skin to use as a fallback.");
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cvar_t noskins = CVAR("noskins", "0");
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extern cvar_t cl_teamskin;
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@ -694,7 +694,12 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
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if (plskin && plskin->loadstate < SKIN_LOADED)
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{
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Skin_TryCache8(plskin); //we're not going to use it, but make sure its status is updated when it is finally loaded..
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plskin = cl.players[e->playerindex].lastskin;
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if (plskin->loadstate < SKIN_LOADED)
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{
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plskin = cl.players[e->playerindex].lastskin;
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if (!plskin || plskin->loadstate < SKIN_LOADED)
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return NULL; //just wait for it to finish loading so we don't generate pointless skins.
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}
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}
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else
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cl.players[e->playerindex].lastskin = plskin;
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@ -838,9 +843,9 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
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shader = R_RegisterSkin(skinname, NULL);
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cm->texnum.bump = shader->defaulttextures->bump; //can't colour bumpmapping
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if (original)
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if (plskin)
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{
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if (!original && TEXLOADED(plskin->textures.base))
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if (TEXLOADED(plskin->textures.base))
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{
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cm->texnum.loweroverlay = plskin->textures.loweroverlay;
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cm->texnum.upperoverlay = plskin->textures.upperoverlay;
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