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@ -2023,8 +2023,7 @@ static void R_StudioDrawPoints( void )
@@ -2023,8 +2023,7 @@ static void R_StudioDrawPoints( void )
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if( !m_pStudioHeader ) return; |
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// safety bounding the skinnum
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m_skinnum = bound( 0, RI.currententity->curstate.skin, ( m_pStudioHeader->numskinfamilies - 1 )); |
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m_skinnum = RI.currententity->curstate.skin; |
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ptexture = (mstudiotexture_t *)((byte *)m_pStudioHeader + m_pStudioHeader->textureindex); |
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pvertbone = ((byte *)m_pStudioHeader + m_pSubModel->vertinfoindex); |
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pnormbone = ((byte *)m_pStudioHeader + m_pSubModel->norminfoindex); |
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@ -2034,7 +2033,8 @@ static void R_StudioDrawPoints( void )
@@ -2034,7 +2033,8 @@ static void R_StudioDrawPoints( void )
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pstudionorms = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->normindex); |
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pskinref = (short *)((byte *)m_pStudioHeader + m_pStudioHeader->skinindex); |
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if( m_skinnum != 0 ) pskinref += (m_skinnum * m_pStudioHeader->numskinref); |
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if( m_skinnum > 0 && m_skinnum < m_pStudioHeader->numskinfamilies ) |
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pskinref += (m_skinnum * m_pStudioHeader->numskinref); |
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if( FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEWEIGHTS ) && m_pSubModel->blendvertinfoindex != 0 && m_pSubModel->blendnorminfoindex != 0 ) |
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{ |
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