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authorTim Angus <tim@ngus.net>2004-06-29 22:20:59 +0000
committerTim Angus <tim@ngus.net>2004-06-29 22:20:59 +0000
commit6348ee0e272b0d662ec19462ad46dfc1446e639e (patch)
tree2478cfd2b62200c0fd5606e8f8801937ac444992 /src/cgame
parentb4227be79cccc641a4dd471ff8fb367b79ac84b1 (diff)
* Added a bunch of map entities: trigger_buildable, trigger_class,
trigger_equipment, trigger_heal, trigger_ammo, triggerable func_trains, target_rumble, trigger_gravity
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_players.c5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index 9aba27a4..5b6bfc3a 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -480,13 +480,14 @@ static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelN
return qfalse;
}
- Com_sprintf( filename, sizeof( filename ), "models/players/%s/icon_%s.tga", modelName, skinName );
+ //FIXME: skins do not load without icon present. do we want icons anyway?
+/* Com_sprintf( filename, sizeof( filename ), "models/players/%s/icon_%s.tga", modelName, skinName );
ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
if( !ci->modelIcon )
{
Com_Printf( "Failed to load icon file: %s\n", filename );
return qfalse;
- }
+ }*/
return qtrue;
}