+void Mod_BuildAliasSkinFromSkinFrame(aliasskin_t *skin, skinframe_t *skinframe)
+{
+ aliaslayer_t *layer;
+ skin->flags = 0;
+ // fog texture only exists if some pixels are transparent...
+ if (skinframe->fog != NULL)
+ skin->flags |= ALIASSKIN_TRANSPARENT;
+ // fog and gloss layers always exist
+ skin->num_layers = 2;
+ if (skinframe->glow != NULL)
+ skin->num_layers++;
+ if (skinframe->merged != NULL)
+ skin->num_layers += 2;
+ if (skinframe->base != NULL)
+ skin->num_layers += 2;
+ if (skinframe->pants != NULL)
+ skin->num_layers += 2;
+ if (skinframe->shirt != NULL)
+ skin->num_layers += 2;
+ layer = skin->data_layers = Mem_Alloc(loadmodel->mempool, skin->num_layers * sizeof(aliaslayer_t));
+ if (skinframe->glow != NULL)
+ {
+ layer->flags = 0;
+ layer->texture = skinframe->glow;
+ layer++;
+ }
+ if (skinframe->merged != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
+ if (skinframe->glow != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->merged;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->base != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE;
+ if (skinframe->glow != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->base;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->pants != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
+ if (skinframe->glow != NULL || skinframe->base != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->pants;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->shirt != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
+ if (skinframe->glow != NULL || skinframe->base != NULL || skinframe->pants != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->shirt;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ layer->flags = ALIASLAYER_FOG;
+ layer->texture = skinframe->fog;
+ layer++;
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_SPECULAR;
+ layer->texture = skinframe->gloss;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ if (skinframe->merged != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
+ layer->texture = skinframe->merged;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->base != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE;
+ layer->texture = skinframe->base;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->pants != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_PANTS;
+ layer->texture = skinframe->pants;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->shirt != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
+ layer->texture = skinframe->shirt;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+}
+
+void Mod_BuildMDLMD2MeshInfo(int numverts, int numtris, int *elements, float *texcoords, aliasvertex_t *posedata)