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https://github.com/YGGverse/xash3d-fwgs.git
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engine: client: split the sprites indices only when loading new sprite. Scan the whole array when searching.
Fixes incorrect sprite loading in XDM
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parent
13aab4e59c
commit
93ceb0e4ed
@ -1235,11 +1235,7 @@ static model_t *CL_LoadSpriteModel( const char *filename, uint type, uint texFla
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{
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char name[MAX_QPATH];
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model_t *mod;
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int i;
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// use high indices for client sprites
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// for GoldSrc bug-compatibility
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const int start = type != SPR_HUDSPRITE ? MAX_CLIENT_SPRITES / 2 : 0;
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int i, start;
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if( !COM_CheckString( filename ))
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{
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@ -1250,7 +1246,7 @@ static model_t *CL_LoadSpriteModel( const char *filename, uint type, uint texFla
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Q_strncpy( name, filename, sizeof( name ));
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COM_FixSlashes( name );
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for( i = 0, mod = clgame.sprites + start; i < MAX_CLIENT_SPRITES / 2; i++, mod++ )
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for( i = 0, mod = clgame.sprites; i < MAX_CLIENT_SPRITES; i++, mod++ )
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{
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if( !Q_stricmp( mod->name, name ))
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{
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@ -1267,8 +1263,15 @@ static model_t *CL_LoadSpriteModel( const char *filename, uint type, uint texFla
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}
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// find a free model slot spot
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for( i = 0, mod = clgame.sprites + start; i < MAX_CLIENT_SPRITES / 2; i++, mod++ )
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if( !mod->name[0] ) break; // this is a valid spot
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// use low indices only for HUD sprites
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// for GoldSrc bug compatibility
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start = type == SPR_HUDSPRITE ? 0 : MAX_CLIENT_SPRITES / 2;
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for( i = 0, mod = &clgame.sprites[start]; i < MAX_CLIENT_SPRITES / 2; i++, mod++ )
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{
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if( !mod->name[0] )
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break; // this is a valid spot
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}
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if( i == MAX_CLIENT_SPRITES / 2 )
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{
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