got good.

This commit is contained in:
Ian 2022-12-21 15:26:46 -05:00
parent 36939696e2
commit c9c87443bd
2 changed files with 12 additions and 12 deletions

View file

@ -2470,7 +2470,7 @@ qboolean model_is_zombie(char name[MAX_QPATH])
Mod_LoadAllSkins Mod_LoadAllSkins
=============== ===============
*/ */
extern gltexture_t *zombie_skins[4]; extern gltexture_t *zombie_skinss[4];
void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype) void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
{ {
int i, j, k, size, groupskins; 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) { if (model_is_zombie(loadmodel->name) == true) {
Mod_FloodFillSkin(skin, pheader->skinwidth, pheader->skinheight); 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 // force-fill 4 skin slots
for (int i = 0; i < 4; i++) { 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; pheader->fbtextures[i][0] = NULL;
} }

View file

@ -59,7 +59,7 @@ gltexture_t *decal_burn;
gltexture_t *decal_mark; gltexture_t *decal_mark;
gltexture_t *decal_glow; 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"); decal_glow = loadtextureimage ("textures/decals/glow2");
// external zombie skins // external zombie skins
zombie_skins[0] = loadtextureimage ("models/ai/zfull.mdl_0"); zombie_skinss[0] = loadtextureimage ("models/ai/zfull.mdl_0");
zombie_skins[1] = loadtextureimage ("models/ai/zfull.mdl_1"); zombie_skinss[1] = loadtextureimage ("models/ai/zfull.mdl_1");
zombie_skins[2] = loadtextureimage ("models/ai/zfull.mdl_2"); zombie_skinss[2] = loadtextureimage ("models/ai/zfull.mdl_2");
zombie_skins[3] = loadtextureimage ("models/ai/zfull.mdl_3"); zombie_skinss[3] = loadtextureimage ("models/ai/zfull.mdl_3");
} }