engine: handle swapping sequence files in LoadCacheFile for games with external StudioModelRenderer

This commit is contained in:
Alibek Omarov
2026-04-25 00:37:46 +05:00
committed by a1batross
parent 800725453a
commit 22391eba1b
10 changed files with 44 additions and 1 deletions

View File

@@ -230,6 +230,8 @@ static int GL_RefGetParm( int parm, int arg )
return gl_texture_nearest.value == 0.0f;
return GL_TextureFilteringEnabled( R_GetTexture( arg ));
case PARM_GET_STUDIO_HDR:
return (intptr_t)R_StudioGetHeader();
default:
return ENGINE_GET_PARM_( parm, arg );
}

View File

@@ -403,6 +403,7 @@ void R_DrawSpriteModel( cl_entity_t *e );
// gl_studio.c
//
void R_StudioInit( void );
studiohdr_t *R_StudioGetHeader( void );
void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles );
struct mstudiotex_s *R_StudioGetTexture( cl_entity_t *e );
int R_GetEntityRenderMode( cl_entity_t *ent );

View File

@@ -2602,6 +2602,11 @@ static void R_StudioSetHeader( studiohdr_t *pheader )
m_fDoRemap = false;
}
studiohdr_t *R_StudioGetHeader( void )
{
return m_pStudioHeader;
}
/*
===============
R_StudioSetRenderModel