Merge pull request #1553 from Azaezel/alpha41/reskinShank

remove redundant reskin
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Brian Roberts 2025-09-19 09:46:43 -05:00 committed by GitHub
commit ba56a8861b
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2 changed files with 0 additions and 39 deletions

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@ -1924,44 +1924,6 @@ bool Player::onNewDataBlock( GameBaseData *dptr, bool reload )
//----------------------------------------------------------------------------
void Player::reSkin()
{
if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() )
{
mShapeInstance->resetMaterialList();
Vector<String> 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);

View file

@ -614,7 +614,6 @@ protected:
#endif
protected:
void reSkin() override;
void setState(ActionState state, U32 ticks=0);
void updateState();