modmdl[vwep|weap][N] aliases for switching model of guns (even on-the-fly)

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6691 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
flowtron
2011-11-06 13:29:44 +00:00
parent 544b992c72
commit b2ec034187
3 changed files with 8 additions and 4 deletions
+4 -2
View File
@@ -491,7 +491,8 @@ void preload_playermodels()
if(dynshadow && playermdl) playermdl->genshadows(8.0f, 4.0f);
loopi(NUMGUNS)
{
defformatstring(vwep)("weapons/%s/world", guns[i].modelname);
defformatstring(widn)("modmdlvwep%d", i);
defformatstring(vwep)("weapons/%s/world", identexists(widn)?getalias(widn):guns[i].modelname);
model *vwepmdl = loadmodel(vwep);
if(dynshadow && vwepmdl) vwepmdl->genshadows(8.0f, 4.0f);
}
@@ -709,7 +710,8 @@ void renderclient(playerent *d)
}
}
string vwep;
if(d->weaponsel) formatstring(vwep)("weapons/%s/world", d->weaponsel->info.modelname);
defformatstring(widn)("modmdlvwep%d", d->weaponsel->type);
if(d->weaponsel) formatstring(vwep)("weapons/%s/world", identexists(widn)?getalias(widn):d->weaponsel->info.modelname);
else vwep[0] = 0;
renderclient(d, "playermodels", vwep[0] ? vwep : NULL, -(int)textureload(skin)->id);
}