Force use of external Zombie skins and override MDL loading

This commit is contained in:
Ian 2022-12-21 14:25:55 -05:00
parent 0a2aa8795a
commit 896ca8814e
2 changed files with 42 additions and 0 deletions

View File

@ -1616,11 +1616,29 @@ void Mod_FloodFillSkin( byte *skin, int skinwidth, int skinheight )
}
}
qboolean model_is_zombie(char name[MAX_QPATH])
{
if (Q_strcmp(name, "models/ai/zbod.mdl") == 0 ||
Q_strcmp(name, "models/ai/zcbod.mdl") == 0 ||
Q_strcmp(name, "models/ai/zcfull.mdl") == 0 ||
Q_strcmp(name, "models/ai/zchead.mdl") == 0 ||
Q_strcmp(name, "models/ai/zclarm.mdl") == 0 ||
Q_strcmp(name, "models/ai/zcrarm.mdl") == 0 ||
Q_strcmp(name, "models/ai/zfull.mdl") == 0 ||
Q_strcmp(name, "models/ai/zhead.mdl") == 0 ||
Q_strcmp(name, "models/ai/zlarm.mdl") == 0 ||
Q_strcmp(name, "models/ai/zrarm.mdl") == 0)
return qtrue;
return qfalse;
}
/*
===============
Mod_LoadAllSkins
===============
*/
extern int zombie_skins[4];
void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
{
int i, j, k;
@ -1640,6 +1658,23 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
s = pheader->skinwidth * pheader->skinheight;
if (model_is_zombie(loadmodel->name) == qtrue) {
Mod_FloodFillSkin(skin, pheader->skinwidth, pheader->skinheight);
texels = Hunk_AllocName(s, loadname);
memcpy(texels, (byte *)(pskintype + 1), s);
// force-fill 4 skin slots
for (int i = 0; i < 4; i++) {
pheader->gl_texturenum[i][0] =
pheader->gl_texturenum[i][1] =
pheader->gl_texturenum[i][2] =
pheader->gl_texturenum[i][3] = zombie_skins[i];
}
pskintype = (daliasskintype_t *)((byte *)(pskintype+1) + s);
return (void *)pskintype;
}
for (i=0 ; i<numskins ; i++)
{
if (pskintype->type == ALIAS_SKIN_SINGLE) {

View File

@ -24,6 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
extern cvar_t r_flatlightstyles;
int decal_blood1, decal_blood2, decal_blood3, decal_q3blood, decal_burn, decal_mark, decal_glow;
int zombie_skins[4];
/*
==================
@ -40,6 +41,12 @@ void R_InitOtherTextures (void)
decal_burn = loadtextureimage ("textures/decals/explo_burn01", 0, 0, qfalse, qtrue);
decal_mark = loadtextureimage ("textures/decals/particle_burn01", 0, 0, qfalse, qtrue);
decal_glow = loadtextureimage ("textures/decals/glow2", 0, 0, qfalse, qtrue);
// external zombie skins
zombie_skins[0] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, qtrue);
zombie_skins[1] = loadtextureimage ("models/ai/zfull.mdl_1", 0, 0, qtrue, qtrue);
zombie_skins[2] = loadtextureimage ("models/ai/zfull.mdl_2", 0, 0, qtrue, qtrue);
zombie_skins[3] = loadtextureimage ("models/ai/zfull.mdl_3", 0, 0, qtrue, qtrue);
}
/*