mirror of
https://git.code.sf.net/p/quake/nuq
synced 2025-02-12 15:15:40 +00:00
hehe, player skins were totally borked for the last 3 weeks :/. They're now
fixed :)
This commit is contained in:
parent
18aa60183d
commit
7605d9d17e
3 changed files with 6 additions and 14 deletions
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@ -61,8 +61,6 @@ extern mtriangle_t triangles[MAXALIASTRIS];
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extern trivertx_t *poseverts[MAXALIASFRAMES];
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extern int posenum;
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extern byte player_8bit_texels[320*200];
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/*
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=================
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Mod_FloodFillSkin
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@ -147,6 +145,12 @@ void *Mod_LoadSkin (byte *skin, int skinsize, int snum, int gnum, qboolean group
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int fbtexnum;
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Mod_FloodFillSkin( skin, pheader->mdl.skinwidth, pheader->mdl.skinheight );
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// save 8 bit texels for the player model to remap
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if (!strcmp(loadmodel->name,"progs/player.mdl")) {
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byte *texels = Hunk_AllocName(skinsize, loadname);
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pheader->texels[snum] = texels - (byte *)pheader;
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memcpy (texels, skin, skinsize);
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}
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if (group) {
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snprintf(name, sizeof(name), "fb_%s_%i_%i", loadmodel->name,snum,gnum);
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@ -196,14 +200,6 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype, int *pskinind
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skin+=4;
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skin = Mod_LoadSkin (skin, skinsize, i, 0, false);
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// save 8 bit texels for the player model to remap
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if (!strcmp(loadmodel->name,"progs/player.mdl"))
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{
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if (skinsize > sizeof(player_8bit_texels))
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Sys_Error ("Player skin too large");
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memcpy (player_8bit_texels, skin, skinsize);
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}
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for (j=1; j < 4; j++) {
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pheader->gl_texturenum[i][j] =
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pheader->gl_texturenum[i][j - 1];
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@ -63,8 +63,6 @@ mtriangle_t triangles[MAXALIASTRIS];
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trivertx_t *poseverts[MAXALIASFRAMES];
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int posenum;
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byte player_8bit_texels[320*200];
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void *Mod_LoadAliasFrame (void * pin, maliasframedesc_t *frame);
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void *Mod_LoadAliasGroup (void * pin, maliasframedesc_t *frame);
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@ -61,8 +61,6 @@ extern mtriangle_t triangles[MAXALIASTRIS];
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extern trivertx_t *poseverts[MAXALIASFRAMES];
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extern int posenum;
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extern byte player_8bit_texels[320*200];
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void *Mod_LoadSkin (byte *skin, int skinsize, int *pskinindex, int snum, int gnum)
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{
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byte *pskin;
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