| 438 | | _pico_printf(PICO_VERBOSE,"Skins: %d Verts: %d STs: %d Triangles: %d Frames: %d\nSkin Name \"%s\"\n", md2->numSkins, md2->numXYZ, md2->numST, md2->numTris, md2->numFrames, &skinname ); |
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| 439 | | |
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| | 439 | _pico_printf(PICO_VERBOSE,"Skins: %d Verts: %d STs: %d Triangles: %d Frames: %d\nSkin Name \"%s\"\n", md2->numSkins, md2->numXYZ, md2->numST, md2->numTris, md2->numFrames, skinname ); |
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| | 440 | |
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| | 441 | // relative texture path - allows moving of models in game dir structure without changing the skinpath |
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| | 442 | // e.g. used in ufo:ai |
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| | 443 | if (skinname[0] == '.') { |
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| | 444 | strncpy(path, fileName, MD2_MAX_SKINNAME); |
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| | 445 | for (i = MD2_MAX_SKINNAME; i--;) { |
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| | 446 | // skip filename |
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| | 447 | if (path[i] == '/' || path[i] == '\\') |
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| | 448 | break; |
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| | 449 | path[i] = '\0'; |
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| | 450 | } |
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| | 451 | strncat(path, &skinname[1], MD2_MAX_SKINNAME); |
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| | 452 | strncpy(skinname, path, MD2_MAX_SKINNAME); |
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| | 453 | |
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| | 454 | // Print out md2 values |
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| | 455 | _pico_printf(PICO_VERBOSE,"Relative skin path converted to: \"%s\" (%s)\n", skinname, fileName ); |
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| | 456 | } |
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| | 457 | |
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