As explained in a previous topic, the viewmodel skin depends on the player
model skin...
I don't remember the exact thing, but the one who has used the info must be
able to explain this...

     - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
     - email : [EMAIL PROTECTED]  &  ICQ : 71548738

----- Original Message -----
From: "DarkCloud14" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, June 01, 2002 1:36 AM
Subject: Re: [hlcoders] p/w model skins


| This is a multi-part message in MIME format.
| --
| [ Picked text/plain from multipart/alternative ]
|  Hi again I've found the following in StudioModelRender.cpp
| and tried to change skin with StudioSetupSkin but with no luck
| can someone tell me what's wrong ??
|
|   if (pplayer->weaponmodel)
|   {
|    cl_entity_t saveent = *m_pCurrentEntity;
|
|    model_t *pweaponmodel = IEngineStudio.GetModelByIndex(
pplayer->weaponmodel );
|
|    // Test Test Test
|    IEngineStudio.StudioSetupSkin( pweaponmodel, 1 );
|
|    m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata
(pweaponmodel);
|    IEngineStudio.StudioSetHeader( m_pStudioHeader );
|
|    StudioMergeBones( pweaponmodel);
|
|    IEngineStudio.StudioSetupLighting (&lighting);
|
|    StudioRenderModel( );
|
|    StudioCalcAttachments( );
|
|    *m_pCurrentEntity = saveent;
|   }
|
|
| THX
| --
|
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