Always send skin metadata even if no additional boxes are available

This commit is contained in:
MrZomka
2026-04-07 22:26:16 +03:00
committed by Langtanium
parent 0c963335a0
commit bb5fa50615
2 changed files with 2 additions and 16 deletions

View File

@@ -2704,17 +2704,10 @@ void ClientConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
if(dwBytes!=0)
{
if(pDLCSkinFile)
{
if(pDLCSkinFile->getAdditionalBoxesCount()!=0)
{
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwBytes, pDLCSkinFile));
}
else
{
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwBytes));
}
}
else
{
unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(packet->dwSkinID);

View File

@@ -884,17 +884,10 @@ void PlayerConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
{
if(pDLCSkinFile)
{
if(pDLCSkinFile->getAdditionalBoxesCount()!=0)
{
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes, pDLCSkinFile));
}
else
{
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes));
}
}
else
{
// we don't have the dlc skin, so retrieve the data from the app store
vector<SKIN_BOX *> *pvSkinBoxes = app.GetAdditionalSkinBoxes(packet->dwSkinID);