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@@ -98,7 +98,7 @@ CL_DuplicateTexture
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Dupliacte texture with remap pixels
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====================
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*/
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void CL_DuplicateTexture( mstudiotexture_t *ptexture, int topcolor, int bottomcolor )
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void CL_DuplicateTexture( cl_entity_t *entity, mstudiotexture_t *ptexture, int topcolor, int bottomcolor )
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{
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const char *name;
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texture_t *tx = NULL;
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@@ -111,12 +111,12 @@ void CL_DuplicateTexture( mstudiotexture_t *ptexture, int topcolor, int bottomco
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// save off the real texture index
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index = ptexture->index;
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name = ref.dllFuncs.GL_TextureName( index );
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Q_snprintf( texname, sizeof( texname ), "#%i_%s", refState.currententity->curstate.number, name + 1 );
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Q_snprintf( texname, sizeof( texname ), "#%i_%s", entity->curstate.number, name + 1 );
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// search for pixels
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for( i = 0; i < refState.currentmodel->numtextures; i++ )
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for( i = 0; i < entity->model->numtextures; i++ )
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{
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tx = refState.currentmodel->textures[i];
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tx = entity->model->textures[i];
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if( tx->gl_texturenum == index )
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break; // found
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}
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@@ -141,7 +141,7 @@ CL_UpdateStudioTexture
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Update texture top and bottom colors
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====================
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*/
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void CL_UpdateStudioTexture( mstudiotexture_t *ptexture, int topcolor, int bottomcolor )
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void CL_UpdateStudioTexture( cl_entity_t *entity, mstudiotexture_t *ptexture, int topcolor, int bottomcolor )
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{
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rgbdata_t *pic;
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texture_t *tx = NULL;
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@@ -156,7 +156,7 @@ void CL_UpdateStudioTexture( mstudiotexture_t *ptexture, int topcolor, int botto
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origtexname = ref.dllFuncs.GL_TextureName( ptexture->index );
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// build name of original texture
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Q_strncpy( mdlname, refState.currentmodel->name, sizeof( mdlname ));
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Q_strncpy( mdlname, entity->model->name, sizeof( mdlname ));
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COM_FileBase( ptexture->name, name );
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COM_StripExtension( mdlname );
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@@ -165,9 +165,9 @@ void CL_UpdateStudioTexture( mstudiotexture_t *ptexture, int topcolor, int botto
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if( !index ) return; // couldn't find texture
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// search for pixels
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for( i = 0; i < refState.currentmodel->numtextures; i++ )
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for( i = 0; i < entity->model->numtextures; i++ )
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{
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tx = refState.currentmodel->textures[i];
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tx = entity->model->textures[i];
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if( tx->gl_texturenum == index )
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break; // found
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}
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@@ -202,21 +202,21 @@ CL_UpdateAliasTexture
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Update texture top and bottom colors
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====================
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*/
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void CL_UpdateAliasTexture( unsigned short *texture, int skinnum, int topcolor, int bottomcolor )
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void CL_UpdateAliasTexture( cl_entity_t *entity, unsigned short *texture, int skinnum, int topcolor, int bottomcolor )
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{
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char texname[MAX_QPATH];
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rgbdata_t skin, *pic;
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texture_t *tx;
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if( !texture || !refState.currentmodel->textures )
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if( !texture || !entity->model->textures )
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return; // no remapinfo in model
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tx = refState.currentmodel->textures[skinnum];
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tx = entity->model->textures[skinnum];
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if( !tx ) return; // missing texture ?
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if( *texture == 0 )
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{
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Q_snprintf( texname, sizeof( texname ), "%s:remap%i_%i", refState.currentmodel->name, skinnum, refState.currententity->index );
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Q_snprintf( texname, sizeof( texname ), "%s:remap%i_%i", entity->model->name, skinnum, entity->index );
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skin.width = tx->width;
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skin.height = tx->height;
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skin.depth = skin.numMips = 1;
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@@ -242,7 +242,7 @@ Allocate new remap info per entity
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and make copy of remap textures
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====================
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*/
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void CL_AllocRemapInfo( int topcolor, int bottomcolor )
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void CL_AllocRemapInfo( cl_entity_t *entity, int topcolor, int bottomcolor )
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{
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remap_info_t *info;
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studiohdr_t *phdr;
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@@ -250,10 +250,10 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
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mstudiotexture_t *src, *dst;
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int i, size;
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if( !refState.currententity ) return;
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i = ( refState.currententity == &clgame.viewent ) ? clgame.maxEntities : refState.currententity->curstate.number;
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if( !entity ) return;
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i = ( entity == &clgame.viewent ) ? clgame.maxEntities : entity->curstate.number;
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if( !refState.currentmodel || ( refState.currentmodel->type != mod_alias && refState.currentmodel->type != mod_studio ))
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if( !entity->model || ( entity->model->type != mod_alias && entity->model->type != mod_studio ))
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{
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// entity has changed model by another type, release remap info
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if( clgame.remap_info[i] )
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@@ -265,7 +265,7 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
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}
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// model doesn't contains remap textures
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if( refState.currentmodel->numtextures <= 0 )
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if( entity->model->numtextures <= 0 )
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{
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// entity has changed model with no remap textures
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if( clgame.remap_info[i] )
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@@ -276,16 +276,16 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
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return;
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}
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if( refState.currentmodel->type == mod_studio )
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if( entity->model->type == mod_studio )
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{
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phdr = (studiohdr_t *)Mod_StudioExtradata( refState.currentmodel );
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phdr = (studiohdr_t *)Mod_StudioExtradata( entity->model );
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if( !phdr ) return; // bad model?
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src = (mstudiotexture_t *)(((byte *)phdr) + phdr->textureindex);
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dst = (clgame.remap_info[i] ? clgame.remap_info[i]->ptexture : NULL);
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// NOTE: we must copy all the structures 'mstudiotexture_t' for easy access when model is rendering
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if( !CL_CmpStudioTextures( phdr->numtextures, src, dst ) || clgame.remap_info[i]->model != refState.currentmodel )
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if( !CL_CmpStudioTextures( phdr->numtextures, src, dst ) || clgame.remap_info[i]->model != entity->model )
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{
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// this code catches studiomodel change with another studiomodel with remap textures
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// e.g. playermodel 'barney' with playermodel 'gordon'
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@@ -314,16 +314,16 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
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for( i = 0; i < info->numtextures; i++ )
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{
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if( dst[i].flags & STUDIO_NF_COLORMAP )
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CL_DuplicateTexture( &dst[i], topcolor, bottomcolor );
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CL_DuplicateTexture( entity, &dst[i], topcolor, bottomcolor );
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}
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}
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else if( refState.currentmodel->type == mod_alias )
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else if( entity->model->type == mod_alias )
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{
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ahdr = (aliashdr_t *)Mod_AliasExtradata( refState.currentmodel );
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ahdr = (aliashdr_t *)Mod_AliasExtradata( entity->model );
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if( !ahdr ) return; // bad model?
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// NOTE: we must copy all the structures 'mstudiotexture_t' for easy access when model is rendering
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if( !clgame.remap_info[i] || clgame.remap_info[i]->model != refState.currentmodel )
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if( !clgame.remap_info[i] || clgame.remap_info[i]->model != entity->model )
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{
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// this code catches studiomodel change with another studiomodel with remap textures
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// e.g. playermodel 'barney' with playermodel 'gordon'
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@@ -336,10 +336,10 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
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return;
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}
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info->numtextures = refState.currentmodel->numtextures;
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info->numtextures = entity->model->numtextures;
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// alias remapping is easy
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CL_UpdateRemapInfo( topcolor, bottomcolor );
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CL_UpdateRemapInfo( entity, topcolor, bottomcolor );
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}
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else
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{
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@@ -347,7 +347,7 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
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return;
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}
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info->model = refState.currentmodel;
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info->model = entity->model;
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}
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/*
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@@ -357,12 +357,12 @@ CL_UpdateRemapInfo
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Update all remaps per entity
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====================
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*/
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void CL_UpdateRemapInfo( int topcolor, int bottomcolor )
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void CL_UpdateRemapInfo( cl_entity_t *entity, int topcolor, int bottomcolor )
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{
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remap_info_t *info;
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int i;
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i = ( refState.currententity == &clgame.viewent ) ? clgame.maxEntities : refState.currententity->curstate.number;
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i = ( entity == &clgame.viewent ) ? clgame.maxEntities : entity->curstate.number;
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info = clgame.remap_info[i];
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if( !info ) return; // no remap info
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@@ -374,9 +374,9 @@ void CL_UpdateRemapInfo( int topcolor, int bottomcolor )
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if( info->ptexture != NULL )
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{
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if( FBitSet( info->ptexture[i].flags, STUDIO_NF_COLORMAP ))
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CL_UpdateStudioTexture( &info->ptexture[i], topcolor, bottomcolor );
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CL_UpdateStudioTexture( entity, &info->ptexture[i], topcolor, bottomcolor );
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}
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else CL_UpdateAliasTexture( &info->textures[i], i, topcolor, bottomcolor );
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else CL_UpdateAliasTexture( entity, &info->textures[i], i, topcolor, bottomcolor );
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}
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info->topcolor = topcolor;
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