diff --git a/Engine/source/T3D/player.cpp b/Engine/source/T3D/player.cpp index 5722844b7..55098cacb 100644 --- a/Engine/source/T3D/player.cpp +++ b/Engine/source/T3D/player.cpp @@ -1924,44 +1924,6 @@ bool Player::onNewDataBlock( GameBaseData *dptr, bool reload ) //---------------------------------------------------------------------------- -void Player::reSkin() -{ - if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() ) - { - mShapeInstance->resetMaterialList(); - Vector skins; - String(mSkinNameHandle.getString()).split( ";", skins ); - - for ( S32 i = 0; i < skins.size(); i++ ) - { - String oldSkin( mAppliedSkinName.c_str() ); - String newSkin( skins[i] ); - - // Check if the skin handle contains an explicit "old" base string. This - // allows all models to support skinning, even if they don't follow the - // "base_xxx" material naming convention. - S32 split = newSkin.find( '=' ); // "old=new" format skin? - if ( split != String::NPos ) - { - oldSkin = newSkin.substr( 0, split ); - newSkin = newSkin.erase( 0, split+1 ); - } - - // Apply skin to both 3rd person and 1st person shape instances - mShapeInstance->reSkin( newSkin, oldSkin ); - for ( S32 j = 0; j < ShapeBase::MaxMountedImages; j++ ) - { - if (mShapeFPInstance[j]) - mShapeFPInstance[j]->reSkin( newSkin, oldSkin ); - } - - mAppliedSkinName = newSkin; - } - } -} - -//---------------------------------------------------------------------------- - void Player::setControllingClient(GameConnection* client) { Parent::setControllingClient(client); diff --git a/Engine/source/T3D/player.h b/Engine/source/T3D/player.h index a3a426a14..ca7ffaaea 100644 --- a/Engine/source/T3D/player.h +++ b/Engine/source/T3D/player.h @@ -614,7 +614,6 @@ protected: #endif protected: - void reSkin() override; void setState(ActionState state, U32 ticks=0); void updateState();