- {
- skinframe->base = loadtextureimagewithmask(loadmodel->texturepool, basename, 0, 0, false, true, true);
- skinframe->fog = image_masktex;
- if (!skinframe->base)
- {
- skinframe->pants = GL_SkinSplitShirt(skindata, skintemp, width, height, 0x0040, va("%s_pants", basename), false); // pants
- skinframe->shirt = GL_SkinSplitShirt(skindata, skintemp, width, height, 0x0002, va("%s_shirt", basename), false); // shirt
- skinframe->glow = GL_SkinSplit (skindata, skintemp, width, height, 0xC000, va("%s_glow", basename), precache); // glow
- if (skinframe->pants || skinframe->shirt)
- {
- skinframe->base = GL_SkinSplit (skindata, skintemp, width, height, 0x3FBD, va("%s_normal", basename), false); // normal (no special colors)
- skinframe->merged = GL_SkinSplit (skindata, skintemp, width, height, 0x3FFF, va("%s_body", basename), precache); // body (normal + pants + shirt, but not glow)
- }
- else
- skinframe->base = GL_SkinSplit (skindata, skintemp, width, height, 0x3FFF, va("%s_base", basename), precache); // no special colors
- // quake model skins don't have alpha
- skinframe->fog = NULL;
- }
- }
+ skinframe->base = GL_SkinSplit (skindata, skintemp, width, height, 0x3FFF, va("%s_base", basename), precache); // no special colors
+ // quake model skins don't have alpha
+ skinframe->fog = NULL;
+ return true;