Because I took a look at fte csqc defs and it talks about
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void(entity e, string skinfilename, optional string skindata) setcustomskin = #376; /* Part of FTE_QC_CUSTOMSKINS Sets an entity's skin overrides to a new skin object. Releases the entities old skin (refcounted). */ float(string skinfilename, optional string skindata) loadcustomskin = #377; /* Creates a new skin object and returns it. These are custom per-entity surface->shader lookups. The skinfilename/data should be in .skin format: surfacename,shadername - makes the named surface use the named shader (legacy format for compat with q3) replace "surfacename" "shadername" - non-legacy equivalent. qwskin "foo" - use an unmodified quakeworld player skin (including crop+repalette rules) q1lower 0xff0000 - specify an override for the entity's lower colour, in this case to red q1upper 0x0000ff - specify an override for the entity's lower colour, in this case to blue compose "surfacename" "shader" "imagename@x,y:w,h$s,t,s2,t2?r,g,b,a" - compose a skin texture from multiple images. The texture is determined to be sufficient to hold the first named image, additional images can be named as extra tokens on the same line. Use a + at the end of the line to continue reading image tokens from the next line also, the named shader must use 'map $diffuse' to read the composed texture (compatible with the defaultskin shader). Must be matched with a releasecustomskin call later, and is pointless without applycustomskin. */ void(entity e, float skinobj) applycustomskin = #378; /* Updates the entity's custom skin (refcounted). */ void(float skinobj) releasecustomskin = #379; /* Lets the engine know that the skin will no longer be needed. Thanks to refcounting any ents with the skin already applied will retain their skin until later changed. It is valid to destroy a skin just after applying it to an ent in the same function that it was created in, as the skin will only be destroyed once its refcount rops to 0. */
Thanks a bunch for any help!