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Try this instead: Use normal TexMgr for zombies:
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2 changed files with 11 additions and 7 deletions
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@ -2470,7 +2470,7 @@ qboolean model_is_zombie(char name[MAX_QPATH])
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Mod_LoadAllSkins
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===============
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*/
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extern gltexture_t *zombie_skinss[4];
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extern const char* zombie_skinss[4];
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void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
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{
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int i, j, k, size, groupskins;
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@ -2502,7 +2502,11 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
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pheader->texels[i] = texels - (byte *)pheader;
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memcpy (texels, (byte *)(pskintype + 1), size);
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pheader->gltextures[i][0] = zombie_skinss[i];
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int w = 0, h = 0;
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byte *dat = Image_LoadImage(zombie_skinss[i], &w, &h);
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pheader->gltextures[i][0] = TexMgr_LoadImage(loadmodel, zombie_skinss[i], w, h,
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SRC_RGBA, dat, zombie_skinss[i], 0, TEXPREF_ALPHA|texflags|TEXPREF_MIPMAP);
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pheader->fbtextures[i][0] = NULL;
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}
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@ -59,7 +59,7 @@ gltexture_t *decal_burn;
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gltexture_t *decal_mark;
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gltexture_t *decal_glow;
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gltexture_t *zombie_skinss[4];
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const char* zombie_skinss[4];
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/*
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@ -680,9 +680,9 @@ void R_InitOtherTextures (void)
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decal_glow = loadtextureimage ("textures/decals/glow2");
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// external zombie skins
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zombie_skinss[0] = loadtextureimage ("models/ai/zfull.mdl_0");
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zombie_skinss[1] = loadtextureimage ("models/ai/zfull.mdl_1");
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zombie_skinss[2] = loadtextureimage ("models/ai/zfull.mdl_2");
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zombie_skinss[3] = loadtextureimage ("models/ai/zfull.mdl_3");
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zombie_skinss[0] = "models/ai/zfull.mdl_0";
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zombie_skinss[1] = "models/ai/zfull.mdl_1";
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zombie_skinss[2] = "models/ai/zfull.mdl_2";
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zombie_skinss[3] = "models/ai/zfull.mdl_3";
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}
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