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https://git.code.sf.net/p/quake/quakeforge
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Avoid processing skins every frame.
Processing skins every frame would slow things down unnecessarily, so call the skin functions only when something changes.
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6df8867d69
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5 changed files with 16 additions and 13 deletions
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@ -242,12 +242,7 @@ CL_LinkPacketEntities (void)
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}
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// set colormap
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if (s1->colormap && (s1->colormap <= MAX_CLIENTS)
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&& cl.players[s1->colormap - 1].name[0]) {
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ent->skin = Skin_SetColormap (ent->skin, s1->colormap);
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} else {
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ent->skin = Skin_SetColormap (ent->skin, 0);
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}
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ent->skin = s1->skin;
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// LordHavoc: cleaned up Endy's coding style, and fixed Endy's bugs
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// Ender: Extend (Colormod) [QSG - Begin]
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@ -469,7 +464,6 @@ CL_LinkPlayers (void)
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ent->model = cl.model_precache[state->pls.modelindex];
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ent->frame = state->pls.frame;
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ent->skin = Skin_SetColormap (ent->skin, j + 1);
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ent->skinnum = state->pls.skinnum;
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CL_TransformEntity (ent, ang, false);
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@ -479,14 +473,15 @@ CL_LinkPlayers (void)
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if (state->pls.modelindex == cl_playerindex) { //XXX
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// use custom skin
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Skin_SetSkin (ent->skin, j + 1, info->skinname->value);
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ent->skin = info->skin;
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ent->min_light = min (cl.fbskins, cl_fb_players->value);
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if (ent->min_light >= 1.0)
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ent->fullbright = 1;
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} else {
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Skin_SetSkin (ent->skin, j + 1, 0);
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// FIXME no team colors on nonstandard player models
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ent->skin = 0;
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}
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// stuff entity in map
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