Fix for player colormaps with NQ protocol.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3114 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2009-02-03 00:08:32 +00:00
parent 4e5e28b1ee
commit c11da690e1
1 changed files with 4 additions and 2 deletions

View File

@ -1002,7 +1002,7 @@ void CLNQ_ParseEntity(unsigned int bits)
if (bits & NQU_COLORMAP)
state->colormap = MSG_ReadByte();
else
state->colormap = 0;
state->colormap = base->colormap;
if (bits & NQU_SKIN)
state->skinnum = MSG_ReadByte();
@ -1213,6 +1213,8 @@ void CL_RotateAroundTag(entity_t *ent, int num, int tagent, int tagnum)
model = cl.frames[parsecountmod].playerstate[tagent-1].modelindex;
fstate.g[FS_REG].frame[0] = cl.frames[parsecountmod].playerstate[tagent-1].frame;
}
else
model = 0;
}
if (ang)
@ -2655,7 +2657,7 @@ void CL_AddFlagModels (entity_t *ent, int team)
vec3_t v_forward, v_right, v_up;
entity_t *newent;
vec3_t angles;
float offs;
float offs = 0;
if (cl_flagindex == -1)
return;