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Fix another incorrect mapping of texture indices for UE1 models.
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1 changed files with 3 additions and 2 deletions
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@ -309,8 +309,9 @@ void FUE1Model::AddSkins( uint8_t *hitlist, const FTextureID* surfaceskinids)
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{
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{
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for (int i = 0; i < numGroups; i++)
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for (int i = 0; i < numGroups; i++)
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{
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{
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if (surfaceskinids && surfaceskinids[i].isValid())
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int ssIndex = groups[i].texNum;
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hitlist[surfaceskinids[i].GetIndex()] |= FTextureManager::HIT_Flat;
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if (surfaceskinids && surfaceskinids[ssIndex].isValid())
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hitlist[surfaceskinids[ssIndex].GetIndex()] |= FTextureManager::HIT_Flat;
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}
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}
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}
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}
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