Loads a new skin for a model entity from a separate file at runtime.
Only the given entity will change it's skin, other entities with the
same model remain unchanged.
Parameters:
ENTITY*
Pointer to a model entity.
filename
Name of the new skin image file (pcx, bmp, dds, or tga)
Speed:
Medium
Remarks:
The instruction only affects level entities, not view entities. The
skin image must exist in the local resource file or the local game
folder. Video memory for the new skin is only allocated
when the entity is visible. The new skin can be accessed with the
bmap_for_entity function.
If the instruction is executed
on the server, it is sent to all clients (however the skin image itself
won't be sent). This can be prevented by setting the entities' nosend or nosend_attach flag.