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If saber model name is missing, just use the default saber model
looks better than no saber model at all and right now I can't be bothered to dig any deeper into this one
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parent
fc72b58bb6
commit
5a6ef6f77a
2 changed files with 16 additions and 4 deletions
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@ -8533,25 +8533,35 @@ Ghoul2 Insert End
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for ( int saberNum = 0; saberNum < numSabers; saberNum++ )
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{
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if ((saberNum == 0 && cent->currentState.saberInFlight) ||
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cent->gent->client->ps.saber[saberNum].name == nullptr)
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if (saberNum == 0 && cent->currentState.saberInFlight)
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{
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continue;
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}
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char saberModel[256];
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if (cent->gent->client->ps.saber[saberNum].model == nullptr)
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{
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//Bit of a fiddle, but if we have no saber model for some reason, just use a default one
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strcpy(saberModel, "models/weapons2/saber_1/saber_1.glm");
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}
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else
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{
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strcpy(saberModel, cent->gent->client->ps.saber[saberNum].model);
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}
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refEntity_t hiltEnt;
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memset( &hiltEnt, 0, sizeof(refEntity_t) );
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BG_CalculateVRSaberPosition(saberNum, hiltEnt.origin, hiltEnt.angles);
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int saberModelIndex = G_ModelIndex( cent->gent->client->ps.saber[saberNum].model );
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int saberModelIndex = G_ModelIndex( saberModel );
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if (saberModelIndex != cg.saberModelIndex[saberNum])
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{
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if (cg.saber_ghoul2[saberNum].size() != 0)
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{
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gi.G2API_RemoveGhoul2Model(cg.saber_ghoul2[saberNum], cg.saberG2Num[saberNum]);
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}
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cg.saberG2Num[saberNum] = gi.G2API_InitGhoul2Model( cg.saber_ghoul2[saberNum], cent->gent->client->ps.saber[saberNum].model, saberModelIndex , NULL_HANDLE, NULL_HANDLE, 0, 0 );
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cg.saberG2Num[saberNum] = gi.G2API_InitGhoul2Model( cg.saber_ghoul2[saberNum], saberModel, saberModelIndex , NULL_HANDLE, NULL_HANDLE, 0, 0 );
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cg.saberModelIndex[saberNum] = saberModelIndex;
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}
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hiltEnt.ghoul2 = &cg.saber_ghoul2[saberNum];
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@ -1307,6 +1307,7 @@ typedef struct
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saved_game.read<int32_t>(fullName);
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saved_game.read<int32_t>(type);
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saved_game.read<int32_t>(model);
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model = NULL;
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saved_game.read<int32_t>(skin);
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saved_game.read<int32_t>(soundOn);
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saved_game.read<int32_t>(soundLoop);
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@ -1540,6 +1541,7 @@ public:
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saved_game.read<int32_t>(fullName);
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saved_game.read<int32_t>(type);
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saved_game.read<int32_t>(model);
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model = NULL;
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saved_game.read<int32_t>(skin);
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saved_game.read<int32_t>(soundOn);
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saved_game.read<int32_t>(soundLoop);
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