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ref: gl: replace skin texture num bound by a proper check, fixes wrong skin on flags in Adrenaline Gamer
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@ -2242,8 +2242,7 @@ static void R_StudioDrawPoints( void )
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g_studio.numverts = g_studio.numelems = 0;
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// safety bounding the skinnum
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m_skinnum = bound( 0, RI.currententity->curstate.skin, ( m_pStudioHeader->numskinfamilies - 1 ));
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m_skinnum = RI.currententity->curstate.skin;
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ptexture = (mstudiotexture_t *)((byte *)m_pStudioHeader + m_pStudioHeader->textureindex);
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pvertbone = ((byte *)m_pStudioHeader + m_pSubModel->vertinfoindex);
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pnormbone = ((byte *)m_pStudioHeader + m_pSubModel->norminfoindex);
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@ -2253,7 +2252,8 @@ static void R_StudioDrawPoints( void )
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pstudionorms = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->normindex);
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pskinref = (short *)((byte *)m_pStudioHeader + m_pStudioHeader->skinindex);
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if( m_skinnum != 0 ) pskinref += (m_skinnum * m_pStudioHeader->numskinref);
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if( m_skinnum > 0 && m_skinnum < m_pStudioHeader->numskinfamilies )
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pskinref += (m_skinnum * m_pStudioHeader->numskinref);
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if( FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEWEIGHTS ) && m_pSubModel->blendvertinfoindex != 0 && m_pSubModel->blendnorminfoindex != 0 )
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{
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