diff --git a/source/gl_model.c b/source/gl_model.c index 2c37b37..942e888 100644 --- a/source/gl_model.c +++ b/source/gl_model.c @@ -2470,7 +2470,7 @@ qboolean model_is_zombie(char name[MAX_QPATH]) Mod_LoadAllSkins =============== */ -extern gltexture_t *zombie_skins[4]; +extern gltexture_t *zombie_skinss[4]; void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype) { int i, j, k, size, groupskins; @@ -2494,15 +2494,15 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype) if (model_is_zombie(loadmodel->name) == true) { Mod_FloodFillSkin(skin, pheader->skinwidth, pheader->skinheight); - - // save 8 bit texels for the player model to remap - texels = (byte *) Hunk_AllocName(size, loadname); - pheader->texels[i] = texels - (byte *)pheader; - memcpy (texels, (byte *)(pskintype + 1), size); // force-fill 4 skin slots for (int i = 0; i < 4; i++) { - pheader->gltextures[i][0] = zombie_skins[i]; + // save 8 bit texels for the player model to remap + texels = (byte *) Hunk_AllocName(size, loadname); + pheader->texels[i] = texels - (byte *)pheader; + memcpy (texels, (byte *)(pskintype + 1), size); + + pheader->gltextures[i][0] = zombie_skinss[i]; pheader->fbtextures[i][0] = NULL; } diff --git a/source/gl_rmisc.c b/source/gl_rmisc.c index 2702aca..83f7ec8 100644 --- a/source/gl_rmisc.c +++ b/source/gl_rmisc.c @@ -59,7 +59,7 @@ gltexture_t *decal_burn; gltexture_t *decal_mark; gltexture_t *decal_glow; -gltexture_t *zombie_skins[4]; +gltexture_t *zombie_skinss[4]; /* @@ -680,9 +680,9 @@ void R_InitOtherTextures (void) decal_glow = loadtextureimage ("textures/decals/glow2"); // external zombie skins - zombie_skins[0] = loadtextureimage ("models/ai/zfull.mdl_0"); - zombie_skins[1] = loadtextureimage ("models/ai/zfull.mdl_1"); - zombie_skins[2] = loadtextureimage ("models/ai/zfull.mdl_2"); - zombie_skins[3] = loadtextureimage ("models/ai/zfull.mdl_3"); + zombie_skinss[0] = loadtextureimage ("models/ai/zfull.mdl_0"); + zombie_skinss[1] = loadtextureimage ("models/ai/zfull.mdl_1"); + zombie_skinss[2] = loadtextureimage ("models/ai/zfull.mdl_2"); + zombie_skinss[3] = loadtextureimage ("models/ai/zfull.mdl_3"); }