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https://git.code.sf.net/p/quake/newtree
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clean up skin selection code a little
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parent
77f217bf89
commit
7c1c47b573
1 changed files with 18 additions and 12 deletions
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@ -722,7 +722,9 @@ R_DrawAliasModel (entity_t *e)
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float an;
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float an;
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int anim;
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int anim;
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qboolean torch = false;
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qboolean torch = false;
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int texture;
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int fb_texture = 0;
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int fb_texture = 0;
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int skinnum;
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clmodel = currententity->model;
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clmodel = currententity->model;
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@ -825,6 +827,16 @@ R_DrawAliasModel (entity_t *e)
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anim = (int) (cl.time * 10) & 3;
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anim = (int) (cl.time * 10) & 3;
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skinnum = currententity->skinnum;
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if ((skinnum >= paliashdr->mdl.numskins) || (skinnum < 0)) {
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Con_DPrintf ("R_AliasSetupSkin: no such skin # %d\n", skinnum);
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skinnum = 0;
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}
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texture = paliashdr->gl_texturenum[skinnum][anim];
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if (gl_fb_models->int_val)
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fb_texture = paliashdr->gl_fb_texturenum[skinnum][anim];
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// we can't dynamically colormap textures, so they are cached
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// we can't dynamically colormap textures, so they are cached
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// seperately for the players. Heads are just uncolored.
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// seperately for the players. Heads are just uncolored.
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if (currententity->scoreboard && !gl_nocolors->int_val) {
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if (currententity->scoreboard && !gl_nocolors->int_val) {
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@ -836,24 +848,18 @@ R_DrawAliasModel (entity_t *e)
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CL_NewTranslation (i);
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CL_NewTranslation (i);
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}
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}
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skin = currententity->scoreboard->skin;
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skin = currententity->scoreboard->skin;
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if (i >= 0 && i < MAX_CLIENTS)
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if (skin && i >= 0 && i < MAX_CLIENTS)
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glBindTexture (GL_TEXTURE_2D, playertextures + i);
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texture = playertextures + i;
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else
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skin = 0;
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if (gl_fb_models->int_val) {
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if (gl_fb_models->int_val) {
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if (skin)
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if (skin)
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fb_texture = skin->fb_texture;
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fb_texture = skin->fb_texture;
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else
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fb_texture = paliashdr->gl_fb_texturenum[currententity->skinnum]
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[anim];
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}
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}
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} else {
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glBindTexture (GL_TEXTURE_2D,
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paliashdr->gl_texturenum[currententity->skinnum][anim]);
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if (clmodel->hasfullbrights && gl_fb_models->int_val &&
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paliashdr->gl_fb_texturenum[currententity->skinnum][anim])
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fb_texture = paliashdr->gl_fb_texturenum[currententity->skinnum]
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[anim];
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}
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}
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glBindTexture (GL_TEXTURE_2D, texture);
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if (gl_affinemodels->int_val)
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if (gl_affinemodels->int_val)
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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