Use standard skin locals in player code

This commit is contained in:
notmatthewbeshay
2026-03-11 03:17:18 +11:00
parent 1ab9750fd6
commit a1fdebbc3b
2 changed files with 5 additions and 5 deletions

View File

@@ -666,8 +666,8 @@ void Player::setCustomSkin(std::uint32_t skinId)
if(pDLCSkinFile!=NULL)
{
DWORD dwBoxC=pDLCSkinFile->getAdditionalBoxesCount();
if(dwBoxC!=0)
const int additionalBoxCount = pDLCSkinFile->getAdditionalBoxesCount();
if(additionalBoxCount != 0)
{
app.DebugPrintf("Got model parts from DLCskin for skin %X\n",m_dwSkinId);
pvModelParts=app.SetAdditionalSkinBoxes(m_dwSkinId,pDLCSkinFile->getAdditionalBoxes());
@@ -2958,8 +2958,8 @@ std::vector<ModelPart *> *Player::GetAdditionalModelParts()
if(pDLCSkinFile!=NULL)
{
DWORD dwBoxC=pDLCSkinFile->getAdditionalBoxesCount();
if(dwBoxC!=0)
const int additionalBoxCount = pDLCSkinFile->getAdditionalBoxesCount();
if(additionalBoxCount != 0)
{
app.DebugPrintf("m_bCheckedForModelParts Got model parts from DLCskin for skin %X\n",m_dwSkinId);
m_ppAdditionalModelParts=app.SetAdditionalSkinBoxes(m_dwSkinId,pDLCSkinFile->getAdditionalBoxes());