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The two TArrays of type FTextureID skinIDs and surfaceskinIDs no longer have any null elements. These elements will have a textureid (FTextureID.texnum) of 0.
Re-worded error messages which were unprecise or unfitting before (model index below 0 was not acknowledged at all, or grouped together with a "too many models" message). modelIDs are given a default value of -1. Important: A MODELDEF's FrameIndex lines can no longer refer to model indices that are beyond the number of models of that MODELDEF entry. There is in fact a check to avoid going beyond the number of an actor's models which would abort program operation at startup, but it never caught any such occurances. surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES] Used TArray.Alloc to make TArrays have the correct size depending on the number of models. Also removed MAX_MODELS_PER_FRAME. Edited skinSurfaceIDs access for one-dimensional TArray Added MD3_MODELS_MIN To ensure compatibility with mods, all model-related TArrays (four in total) have a minimum size of 4, defined by MD3_MODELS_MIN.
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6 changed files with 87 additions and 29 deletions
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@ -638,9 +638,10 @@ void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
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FGameTexture *userSkin = skin;
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if (!userSkin)
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{
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if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
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int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
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if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
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{
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userSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true);
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userSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[ssIndex], true);
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}
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else if (surf->skin.isValid())
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{
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@ -669,13 +670,14 @@ void FOBJModel::AddSkins(uint8_t* hitlist)
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{
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for (size_t i = 0; i < surfaces.Size(); i++)
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{
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if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
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size_t ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
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if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
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{
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// Precache skins manually reassigned by the user.
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// On OBJs with lots of skins, such as Doom map OBJs exported from GZDB,
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// there may be too many skins for the user to manually change, unless
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// the limit is bumped or surfaceskinIDs is changed to a TArray<FTextureID>.
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hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTextureManager::HIT_Flat;
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hitlist[curSpriteMDLFrame->surfaceskinIDs[ssIndex].GetIndex()] |= FTextureManager::HIT_Flat;
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return; // No need to precache skin that was replaced
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}
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